Portfolio

Here are three examples of my work on the top-down looter shooter Solar Purge from Hitscan Games. You can find more detailed examples of my work and the theory behind it in my Design Blog, and specific links will be provided at the end of each section.

Example 1 - Mission Development in an Empty Room
Example 2 - Lore Documentation
Example 3 - Dynamic Character Dialogue System

 

Example 1 - Mission Development in an Empty Room:

This is a mission I designed in an empty room already blocked into the level, which was causing gameplay flow problems.

Lockjaw Prison is the tutorial level of the game. It is split into two sections - a Mining Zone which focusses on teaching players basic movement and firing techniques, and the Cell Blocks, which offer an opportunity to get familiar with combat.

Here we can see the final result: a room without a purpose becomes both a gameplay and storyline turning point!
”What are we going to do with this space” problems are one of my specialties!

More information is available in this design blog post.

 

Example 2 - Lore Documentation:

Below is a piece of lore documentation for the game’s weapons manufacturers. I produce a large number of these documents linked on our internal messaging system, which are used by level designers, musicians, artists, and during development meetings for game mechanics surrounding new enemy types and weapons.

A major feature under development at Hitscan Games is a new, more robust weapons design system. Testers, streamers, and convention attendees all tend to assign meaning to the game’s currently random weapon name generator. This new system is designed to give unique flavor to different weapon types and perks, making finding a new weapon more exciting for players.

Click the button below to view the document:

Many more examples of lore documentation are available in this design blog post.

 

Example 3 - Dynamic Character Dialogue System:

This is a trick I used to give NPC characters in Solar Purge the ability to respond to different player characters in different ways. A bit of legacy code in the dialogue system and an existing Get function for the current player character are combined in a simple Blueprint Component to drastically expand player interactivity!

This entire system was cobbled together from already existing code - the only new addition was the “Requirements Met” Blueprint Component created to switch between the two dialogue channels after checking against the current player character.

 

One of the player characters is Juggernaut, a highly advanced AI in the body of a military robot but with the personality of a 12-year-old boy. He habitually downloads files from every computer he comes across:

 In the universe of Solar Purge Humanity has been conquered by an advanced alien species, the Aesrena. Many characters feel a great deal of resentment towards aliens, and the NPC below helps to illustrate that:

A more in-depth examination of the thought process behind this can be found in this design blog post.

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Thank you for taking the time to look over my portfolio! If you’re interested in contacting me please feel free to get in touch using either of the contact links below.