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Games Design: About

Game Design

My Games & Game design work

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"A Grim Birthday"

A narrative driven 2D pixel art game, set within a singular room. The player is tasked to solve puzzles to open a package that the main characters father had delivered to her on her birthday. It is up to you to open it and uncover what's inside!

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Games Design: Text

"A Grim Birthday" - Overview

Development

The development of "AGB" took 15 day's in total, and was primarily set to be made for my narrative design coursework. the game takes place in a singular room, and as such I was required to figure out a narrative that would fit within these boundaries. As such, the game was made utilising 2D sprites within unity.

Risks & self assessment

As the game was set within a singular space, I was required to fit a running narrative into the space allotted, and as such found it a rather exciting challenge. I felt as though I learned the importance of space and environment, and as such will reflect upon it further in the future.

Other

The game was solely designed and created by me using Unity, Piskel and Filmora for the game, art and sound.

You can play the game here on Itch.io!

Games Design: List
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"Diary Of A Deadman"

Another twine game, this time with a heavier focused on narrative and perspective, following the tale of a "Deadman's" Journal entries.

Games Design: Text

"Diary Of A Deadman" - Overveiw

Development

A second twine game, this time focusing more on a deeper, in-depth narrative of a Deadman's journal. here, you are picking options for the mans fate, discovering the situations he has been through.

Risks & self assessment

Creating a more in-depth narrative was a particular struggle, as I wanted to create something that would both mean something and simultaneously stick in peoples heads beyond the initial playthrough. While I felt as though the narrative was rather strong, what with multiple endings and an all-together meaningful story, I still struggled a fair bit with formulating parts of the story, and as such learned that, in the future, I don't want to focus too hard on multiple narratives, and instead create one solid narrative to carry a meaningful story.

Other

Everything within this game was designed and written by me for university. However, outside of the initial hand-in, I am still currently in the process of re-designing a few elements of the game, as I was unhappy with a few of it's elements.

Games Design: List

"A Humans Guide for Dummies: Mornings"

A twine based game about mornings and bacon. Entirely focused on what I could do with a narrative about mornings.

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Games Design: Text

"AHGFD" - Overveiw

Development

As a twine game, it was relatively easy to work out the code within the system, although the narrative jumps and story took the mass majority of my time. Once the basic concept was in place, I felt happy to continue development until it was finalised.

Risks & self assessment

As the game focuses primarily on narrative and the routine of mornings, it was hard to come up with initial ideas for the narrative. however, after letting go of a set premise, I was able to create a relatively in-depth and enjoyable narrative without having to get too in-depth with the overarching story. Instead, it allows for a more open interpretation of narrative points.

Other

All of the narrative and twine code was created by me for university, however I continued developing the game after my initial hand in, and as such have been happy with it's final state.

You can play the game here on Itch.io!

Games Design: List

Empowered

My first game. A puzzle platformer in which you play as a small robot, attempting to get by through empowering the level with cubes in order to progress.

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Games Design: Text

"Empowered" - Overview

Development

This was the first game I created as part of my University course, and as such was the first finalised game I created. Set as a simple puzzle platformer, I tried to incorporate mechanics that, at the time, were both new to me, and therefore exciting to work on and develop.

Risks & self assessment

As you could imagine, what with it being my first game, it was relatively clunky, and ultimately filled with many minor (and sometimes major) flaws, that ultimately allowed me to see design functionality and the basic does and don'ts of video game and level design.

Other

While most of the game was developed by me, part of the code and it's functionality was assisted by my teachers at the time, as well as the music being designed and created through "soundation".

You can play the game here on Itch.io!

Games Design: List
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