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About Me

I'm a Game Developer living in Brisbane who is currently at the tail end of a Bachelor of Games Development with a Major in Game Design (graduating in May 2019). I’m focused on building a professional career in the games industry and have a passion for meaningful UI and UX solutions.

I’ve noticed that sometimes parts of a game seem to have intangible qualities that make them special - things that make them feel like they were designed just for you. One such object (that I think about far too often) is the Resident Evil 4 Attache Case.

Each chink ticks a beautifully organised box in my head. It feels like it has weight, as if the designers have somehow imparted a piece of reality into this virtual container. But my favourite part is that I wasn’t even the one who played the game. I used to sit behind my older brother and watch (which he absolutely hated).

Great UI and UX can make a product special.

I’m trying to be a part of those systems - designing tactile experiences that have lasting impacts on the lives of their users.

In my spare time I like to rock climb, cook, and read. I love rogue-likes and card games and my single greatest passion in life is peeling the plastic off of new technology.


My Projects


 

Daydream at Dusk was a four week collaboration between myself and Jesse Linards. We were approached with a track from Composer Kevin Barber along with the design brief of an Alto’s Adventure-like” experience.

It was designed as a relaxing, music-driven platformer that allowed player to leap through the skyline and explore the environment or simply sit back and watch as the city reveals itself.


 
 

Roles:

  • Project Manager

  • Lead Programmer

  • Level Designer

  • Lighting Artist

Platform:

  • Windows PC

 

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Choice in Play

Players have the choice to take either an active or a passive role in the way the game unfolds. Reactions and interpretations of music can vary wildly from person-to-person, so I felt it was necessary to provide that same freedom to their mode of play.

Removing the “fail” state ensured that players could never fall from the path and allowed for an entirely passive experience. Unique visual features and environmental set pieces were then added to encourage more active exploration of the world.

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Reactive Environment

Lighting and VFX provided rich visual feedback that was designed to look like an interactive equalizer. Buildings in the background flicker on and off to the beat of the music while the foreground reacts directly to the actions of the player.


 

My Contributions:

  • All programming

  • Designed and tuned all major systems

  • Drove the visual and gameplay design as the Lead Designer

  • Defined the design intent for the platforming experience and implemented a level design rule-set

  • VFX including lighting, animations and all environmental interactions

  • Designed all lighting, VFX, and post-processing

Team Size:

  • 3 (two Designers, one Audio Collaborator)

Project length:

  • 4 weeks part-time

Engines and Tools:

  • Unity, Adobe Suite, Google Suite, Gitlab, HacknPlan

 


 

Roast-it-notes was a five week team project that stemmed from what “home” meant to us. It explored the relationship of two sharehouse roommates in a sandbox and was driven by a comedic in-world radioshow.

Our intent was to create a “lived-in” environment populated with series of relatable sharehouse quarrels. We aimed to guide the player via a combination of environmental prompts and diegetic UI.


 
 

Roles:

  • Project Manager

  • 3D Artist

  • Level Designer

  • Narrative Designer

  • Lead Writer

Platform:

  • Windows PC


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Sandbox Environment

Players are given authorship over the experience by allowing them to complete tasks in the ways they see fit.

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Narrative Guidance

A scripted radio show acts to explore the relationship of the sharehouse occupants while at the same time providing subtle prompts that guide the actions of the player.


 

My Contributions:

  • Drove the design direction as the Project and Creative Lead

  • Designed and modelled both 2D and 3D assets to build a space that felt lived-in

  • Conceived, scripted and recorded an 8 minute mock radio show designed to give players direction and add flavour and context to the setting

  • Worked with Audio Collaborators in a studio setting to direct and record dialogue

  • Designed in-world UI

Team Size:

  • 5 (two Designers, one Programmer, two Audio Collaborators)

Project Length:

  • 5 Weeks part-time

Engines and Tools:

  • Unity, Maya, Google Suite, Gitlab, HacknPlan 

 


 

Yu was a team-based project centered around “Mindfulness”. We collaborated with clinical therapists to design a five-minute experience intended to give the user a place to relax and recenter their focus.

Our design intent was to marry traditional meditation techniques with the technology of VR. We aimed to do this guiding them through a breathing exercise often utilised by clinicians, yogi’s and everyday people.


Roles:

  • Lead Artist

  • Lead UI/UX Designer

  • Concept Designer

Platform:

  • Oculus Rift, Oculus GO


 
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Visual Direction

I utilised an appropriated style of calligraphy as the basis of Yu’s visual aesthetic.

Small nods to familiar iconography such as Yin and Yang alongside a desaturated colour palette helped foster a relaxing environment for the player.

 
 

Diegetic UI

The image to the right was used as an overlay on top of the Sun and was set to a specific cadence, three seconds up, three seconds pause, and three seconds back down. This breathing rhythm is often used clinically to help calm or soothe patients.

I used this in-world UI as a “breathing metronome”, suggesting to players a rhythm that could be matched opposed to direct verbal commands or more obtrusive imagery.

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My Contributions:

  • Designed the visual direction for the title

  • Created all assets, including digitally hand-drawn sprites, animations, and textures

  • Designed and created all UI

  • Designed the core loop of the game

Team Size:

  • 3 (two Game Developers, one Audio Collaborator)

Project length:

  • 4 weeks part-time

Engines and Tools:

  • Unity, Adobe Suite, Autodesk Sketchbook, Google Suite, Gitlab, HacknPlan

 


 

Slime Climb was a team project that took the shape of an endless jumper. It is driven by high scores and cosmetic unlockables and was designed from the outset as a mobile-only title.

It was designed to have a similar gameplay identity to games such as Solitaire or 2048 -obstacles or puzzles that are based on easily identifiable patterns. Once they are understood they provide a simple rewarding loop that can be picked up or put down at any time.

Roles:

  • Lead Artist

  • UI Artist

  • Lead UI/UX Designer

  • Art Director

Platform:

  • Android/iOS

 

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User-focused Iteration

The image to the left shows the initial concept vs. the final product. The visual aesthetic of the game went through several iterations in order to best fit the needs of the user and create a cohesive, market-ready product.

Lowering the level of detail was a crucial change that made it more comfortable for the users eyes on mobile devices. The addition of the “glowing” segments also helped increase the overall readability of the environment and reduced the need for more direct tutorialisation.

Below are examples of a tile that falls when jumped on (red) and a tile that guides you through the correct path (yellow).



Tactile UI

Early playtesting made it very clear that users were having difficulties navigating the UI. I integrated the UI into the environment to enforce it as a solid part of the game rather than just an overlay.

Visually highlighting the “pressability” of the buttons also helped to guide the actions of the user. This provided much needed visual clarity to our players, which made the correct actions more visible and more natural.


 

MY Contributions:

  • Designed the visual concept for the title

  • Conceived and created cosmetic items that were intended to drive monetisation

  • Created assets lists and design briefs for additional required VFX

  • Created all visual assets for the title

  • Provided supplementary design, primarily tuning gameplay systems

  • Designed and implemented the user interface

  • Designed and iterated on UI wireframes and additional UI VFX

Team Size:

  • 5 - three Game Developers, two Programmers (part-time)

Project length:

  • 5 weeks part-time

Engines and Tools:

  • Unity, Adobe Suite, Autodesk Sketchbook, Google Suite, Gitlab, HacknPlan, Balsamiq, Clip Studio Paint

 


 

Contact Me

If you have any personal or professional inquiries about me or any of my work I encourage you to get in touch, I’ll be sure to reply as soon as possible.

I appreciate your interest and look forward to hearing from you.

 

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