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Systems Analysis - Football Manager 2022

For a project on my fourth year Systems Design module, I analysed the systems and economy of Football Manager 2022.  Please  click here  or use the following link to view this analysis: https://drive.google.com/file/d/1WmXP3LUOZ5i7M4O2c4fzb7ilMSh3f_iR/view?usp=sharing

Unreal Tournament Multiplayer CTF Map

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Role: Solo Level Designer Project Synopsis: This university project set the task of creating a capture the flag multiplayer map using the Unreal Tournament Editor, which provided me with practice in using a slimmed-down version of the Unreal Engine. The project involved iteration from paper prototypes to greyboxing with many rounds of playtesting throughout the process. I feel that I picked up useful skills in iteration and running playtests when working on this project. Documentation:  Design Process Report  (Google Docs Link) Video Overview of Map:

Haul Mighty - Professional Client Brief

Role: Designer Project Synopsis: Haul Mighty is a student project based on a brief provided by Graeme McKellan, Lead Game Designer of No Code, which tasked us with creating a digital board game based on the TV series Deadliest Catch in which players compete to earn the most money from crab fishing. The game was produced by a team of designers, artists and programmers, in which I primarily worked alongside another designer to develop prototypes, balance economies and create design documentation. The game was developed in Unity for mobile platforms. Much of the foundational work such as paper prototyping and early concepting had been completed by Graeme McKellan, which provided me with the experience of working on a game with many design constraints according to a specific brief. This allowed me to focus on the intricacies of the game such as the movement range of the boats, the spawning of crab hotspots and the value of the crabs when sold at port. I also took charge of playtesting to r