Unannounced Game Design Projects

Over the past 3 years I have been working as a game designer on a few unannounced projects. I have bold ambitions to reimagine gameplay conventions and injecting character into my broad range of features. As I have developed my skills as a game designer I have been trusted to own increasingly larger and more important game features including First Time User Experience (FTUE), Boss Battles, Game Objects, Minigames, Post Launch Content, Cosmetics and Hub Worlds.

Creating an optimised and engaging First Time User Experience

  • Created a memorable, fast paced FTUE that teaches the player everything they need to know to play in a short period of time.

  • Designed to show rather than tell, promoting player agency as we slowly introduce new game mechanics.

  • The environment uses the same visual language used globally in the game to reinforce learning.

Designing game objects that enrich the game’s core pillars

  • Recontextualised existing game objects based on world theme, creating new relationship dynamics.

  • Onboarded the team with presentations to earn buy-in and motivate them on a unified vision.

  • Creating processes to facilitate greater visibility and rapid prototyping.

Exciting boss battles in an unconventional game genre

  • Created cinematic boss battles into a game genre that traditionally does not feature this type of gameplay.

  • Combining familiar feeling gameplay, pace and rhythm from the core game but subvert the expectations of the player during the moment to moment gameplay.

  • Focused on the verb of the action as the connective tissue between the traditional expectations of a boss battle and the genre of game that was being reimagined.

Quirky minigames that reinforce core game mechanics

  • Created minigames that twist the core game mechanics that sit between being focused on core gameplay, but with an abstracted concept.

  • They are designed to encourage friendly team building and co-operation between players.

  • Minigames also reinforce the core gameplay mechanics in a playful environment which helps encourage players to experiment and level up their core gameplay skill.

Game systems

  • Created post launch content balanced to be completable within a certain amount of time on a weekly basis.

  • Supported the narrative with challenges that complement the story.

  • Worked on the emote and character cosmetic systems and reward distribution.

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Sackboy: A Big Adventure