COG is a grid based single player isometric puzzle game where players swap controls between two robots trying to escape a factory. Players utilise each robots different abilities to reach the end of each level.
The game is a blast from the past and aims to recreate the retro puzzle feel of the 90's.
My role on COG was to help produce the team of 6 and design the games mechanics and levels. It involved heavy iteration and testing as well as a lot of perseverance to get the game to the amazing state it's at today.
The Desperate Mile is survival-horror RPG in development by Nineslice that I was apart during pre-alpha. I worked as the main QA tester for the project, helping to determine the optimal form of combat and controls for the future of the game, through my iterative testing and communication with the team. I got to work on the game during a transformative time in its development in the lead-up to PAX Australia 2015. My time at Nineslice showed me what it takes to be in the industry and has spurred me on ever since. The Desperate Mile is set for release on PC in 2017.
Ready to roll is a platformer for android devices where players control a spherical ball with the ability to rotate levels, the main objective is to reach the end of each level while navigating and avoiding obstacles.
for this project I acted as a junior level designer it was one of the first paid projects I took on and completed.
I also aided in the games marketing and media in determining the projects most ideal route for profitability.
The project was entirely self funded by the team and their efforts
to make a polished puzzle game for the mobile market.
I was a Quality Assurance Intern at Blowfish Studios and one of the projects I was apart of was Gunscape. A throwback FPS to the golden age of shooters where players were capable of making their own levels and playing them with friends. My responsibility for QA on this project was to ensure modes, levels, mechanics, UI, controls and other systems were working up to the quality standards Blowfish Studios is known for.
I was a Quality Assurance Intern at Blowfish studios and one of the projects I was apart of was Siegecraft Commander, a base building tower defence versus game. Part of my responsibilities for this project was assuring all the modes, levels, mechanics, UI, controls and other systems were up to the quality standards that Blowfish studios is known to have.
You can find out more about Siegecraft Commander at its website here.
GO FAR is a product for your car that analyses your cars data when you drive in order to make you a better driver. It uses a dongle and device called the "RAY" to analyse your car every time you go out to drive.
GO Far reached out to me and a group of designers to start gamifying their device to make it a more engaging experience. We ended up creating an app that would encourage better driving over time.
My job was to create the UX/UI for the app in order for it to be a seamless experience.
Click the button below to view an introduction to our way of bringing worth to the GO FAR experience.
Myself and some other junior game developers were involved in a 3 day workshop with year 9 Aboriginal and Torres Strait Islander children, designing and developing a video game concept to pitch that also conveyed education purposes within STEM (maths and science specifically).
By the end of the program, the young teams which had only met each other for the first time we're able to understand basic knowledge of game design and improved in team work and public speaking skills. By the end the most important thing was that they learned to use their creativity, come out of their shell and show confidence that they had never exhibited before. It was an engrossing, loving and for everyone involved a maturing experience to be a part of.
This was presented at Google in front of a panel of judges, also supported by ABC's 'Good Game' 'Linkedin','MODE Games' 'Optiver' and the 'Academy of Interactive Entertainment'.
You can view photos of the entire event on the right side of this page.