
Shell-Shocked
"Shell-Shocked" is a game project born from my research dissertation, drawing inspiration from the cherished Wii Tanks. Through this endeavour, I explored the impact of procedural level generation using the Wave Function Collapse (WFC) algorithm versus traditional hand-crafted levels on player experiences, including immersion, enjoyment, challenge perception, and replay-ability.
Project Gallery

"Shell-Shocked" stands at the intersection of nostalgia and innovation, driven by my childhood favorite, Wii Tanks. This project became not just a game but a living experiment, intertwining game development with academic inquiry. As part of my research dissertation, I delved into the question: What are the differences in player experiences—immersion, enjoyment, challenge perception, and replayability—between procedurally generated levels using the Wave Function Collapse (WFC) algorithm and hand-crafted levels within a game prototype?
The heart of the research focused on unraveling the nuanced impact of different level design strategies on player experiences. As the game took shape, each tank battle became a canvas for exploring the dynamic interplay between procedurally generated and hand-crafted levels. The research journey was not just about developing a game but about dissecting and understanding the intricate threads that weave into player engagement.
Professional Development:
Game Design Documentation
In the realm of game development, I recognize the pivotal role of structured planning and communication. As part of the "Dominium" project, I took the initiative to create and meticulously maintain a comprehensive Game Design Document (GDD). This living document served as the cornerstone of our development process, providing a detailed roadmap for the entire team.
The Game Design Document not only outlined the overarching vision of "Dominium" but also delved into the intricacies of gameplay mechanics, world/tile designs, and user interactions. By continuously updating and refining the GDD, all team members, from artists to programmers, were on the same page, fostering a cohesive development environment. This commitment to clear and detailed documentation not only streamlined our workflow but also played a crucial role in delivering the vertical slice of Dominium we originally envisioned.
Check out the whole document available for a download below!
Planning and Prototyping User-Interfaces
When developing and tackling user interface design, I embraced a holistic approach to enhance the player experience in "Dominium." Leveraging industry-standard tools like Figma, I meticulously planned, prototyped, and designed the game's user interface iteratively. This process involved a careful consideration of user interactions, visual aesthetics, and seamless integration with gameplay elements.
Acknowledging the pivotal role of player interaction in a civilization-building game, I understood that the User Interface (UI) plays a crucial role in shaping the gaming experience. In crafting UI assets using Adobe Suite, I made deliberate design choices to ensure both intuitiveness and visual appeal. Opting for a regal and chivalrous red palette, complemented by bold dark outlines and a golden trim, the UI elements served as not just functional components but also as visual highlights for user feedback.
Recognising the constraints of my artistic abilities, I strategically embraced a geometric shape-based UI approach. Inspired by timeless games like Pharaoh, this design choice not only enhanced the visual coherence of the UI but also facilitated a user-friendly interaction. By aligning with proven design principles and drawing inspiration from successful game interfaces, I aimed to create a UI that seamlessly integrated with the medieval theme of "Dominium" while providing players with an aesthetically pleasing and intuitive experience.

Through the use of Figma, I crafted an intuitive and visually pleasing UI that complemented the medieval world of "Dominium." From resource management tools to in-game information displays, every UI element was thoughtfully designed to ensure clarity, accessibility, and an immersive player journey. This dedication to UI design not only enriched the visual appeal of the game but also contributed significantly to the overall usability of the finished vertical slice.
As a testament to my commitment to professional development, I recognise that effective UI design is more than aesthetics; it is a crucial component that bridges the gap between players and the game world, enhancing the overall gaming experience.
Professional Development:
Masters Dissertation Research & Development
In "Shell-Shocked," I wore multiple hats, serving as the solo developer while conducting academic research. Managing coding, sound design, game design, and UI creation, I was. responsible for all roles throughout development. Simultaneously, I planned and executed a successful research project, contributing to my distinction in my master's degree in Computer Game Development.
As a solo developer, I managed the entire project, which spanned three months. From planning and implementation to unforeseen challenges, I ensured the timely completion of both the game and the research. This experience highlighted my adeptness at comprehensive solo project management.
"Shell-Shocked" was an opportunity to refine my game design skills. Shaping the entire game around core mechanics, including my first attempt at enemy AI, allowed me to balance gameplay for fun and fairness while staying true to the original inspiration from Wii Tanks. This iterative process deepened my understanding of design choices and player experience.
This intersection of game development and research in "Shell-Shocked" showcases my versatility, from coding to research, emphasising my commitment to pushing the boundaries of creativity and academic inquiry in the field of game development.
You can access a PDF containing the final dissertation document here!
Adventurers' Beginnings
Unity

As the name suggests, Adventurers' Beginnings marks my very first solo project, which went on to be my first semester project hand-in.
This project was challenging as I was responsible for all aspects of development. From mechanics, UI design and functionality to level and sound. It has a special place in my heart as it's the first complete experience I've ever made, representing a significant milestone in my journey as a game developer & designer.




Linked
Unity

"Linked," was a game prototype born from the challenge of the "trapped" theme and a 30-second timer. In this dynamic experience, players navigate through a puzzle-infused level, altering the environment making it traversable. A unique companion, tethered to the player, follows the mouse and plays a crucial role in solving puzzles. From rolling objects down the tether to using it as a pulley, the in-game tether becomes a versatile tool for overcoming obstacles. With a focus on creativity and quick thinking, "Linked" offers a compact yet engaging gaming experience.



Guiding Hand
Unity

Introducing "Guiding Hand," a game prototype born from the theme "Wind it up." In this prototype players navigate a wind-up character through a broken level consisting of six panels. The challenge lies in guiding the toy by strategically swapping and moving these panels. A unique twist unfolds as time freezes when panels are swapped, providing players with a moment of respite to plan their strategy. The goal is clear: swap panels, pause time, and guide the wind-up toy to its destination.


Professional Development:
Rapid Games Prototyping
The "Games Done Quick" collection epitomizes my commitment to rapid game prototyping, born from both game jams and university projects. In this dynamic space, I swiftly ideated and prototyped diverse concepts, showcasing adaptability, problem-solving, and a penchant for innovation within tight timeframes.
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Swift Ideation and Prototyping: The nature of "Games-a-Week" demanded rapid ideation and prototyping. From concept to playable prototype within a week, these projects underscore my ability to quickly bring ideas to life and iterate efficiently.
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Diverse Concept Exploration: Each game in this collection represents a unique concept, demonstrating my versatility and willingness to explore a broad spectrum of ideas. From experimental mechanics to narrative-driven experiences, the diversity within "Games-a-Week" reflects my adaptability as a game developer.
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Iterative Game Design: Embracing the iterative process, I refined gameplay mechanics and design elements based on player feedback and personal reflections. This approach allowed me to enhance each prototype, learning valuable lessons in rapid iteration and improvement.
The "Games Done Quick" section encapsulates not just individual prototypes but a collective journey of continuous learning and experimentation. It reflects my commitment to pushing creative boundaries, adapting to different challenges, and consistently refining my game development skills in diverse settings.
Professional Development:
Industry Experience
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Versatility in Tools and Software: The "Samsara" project exposed me to a variety of tools and software crucial for game development. I mastered version control using tools like Hansoft and Unreal Sense, and embraced project management with Confluence and Atlassian software for logging tickets and tracking project progress. Additionally, I delved into agile methodologies, such as Scrum, to enhance project efficiency.
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Project Planning and Visualization: My role involved using planning tools like Miro, where I collaboratively visualized and organized project elements. Experimenting with 3D modelling software like Spline allowed me to create comprehensive rough blockouts during the planning phase, facilitating a streamlined transition from concept to execution.
This journey with "Samsara" not only enriched my technical skills but also deepened my understanding of collaborative project development, solidifying my proficiency in project management, version control, and agile methodologies. It stands as a testament to my adaptability and growth within the dynamic landscape of game development.