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GAME DESIGN

INDEPENDENT GAMES

DRONE CORECOMMAND

Premise: A hand tracked VR gallery shooter with a pet companion focused on controllerless design. 

Platform: Meta Quest 3 (Meta Store, SteamVR)

Role: A solo project where I explored using ai gen with human in the loop during asset production.  Integration of all systems including framework, animation, EQS, geometry collections, level design, UI, interaction SDK, niagara vfx, haptics SDK, and audio. 

FLUTTER BOMBS

Premise:  What was originally a landscape study evolved into a 4-player local coop twin stick shooter.  10 different wingsets, each with their own level to defend in campaign, survival or boss rush modes. 

Platform: Xbox, PlayStation, PC

Role: While building much of the game independently, I was able to bring in a few folks temporarily and direct the team into our release.  Team members provided audio, art, anim state programming, and patch support. 

BLAST POINT

Premise: A mixed reality tower defense mobile game.  3D print your own augmented game boards, or play on any surface.

Platform: iOS, Android

Role: This was a solo project built originally for a global game jam.  I kit-bashed much of the art and audio.   I programmed the project with blueprints in UE4 & UE5. 

MAGEWORKS

Premise: Crafting, exploration, & combat in virtual reality.  Build your own staff & use it to cast magical spells.  This has been an ongoing academic study in spell casting and crafting for hand tracked VR games.  

Platform: Meta, SteamVR

Role:  Mostly a solo project, I recruited a few contractors from time to time to help out with character design, texturing, and concept images.  I also worked with several library systems to introduce VR crafting to the local community. 

AAA GAME CONTRIBUTIONS

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My contributions in AAA include QA, UI Tech Design, and Senior UX Design.  I have designed and built prototypes for first person shooters, mobile top-down shooters, and  action-adventure games.

UX & GAMEPLAY PROTOTYPING

HUMAN FACTORS & FLOW

UX is all about 'You'.  The user is who matters most, and how we shape their experience with intuitive design is where 'user' and 'experience' come together.  Good UX design means good flow, and good flow comes from an understanding of human factors and timing.  Does it take one screen touch to get a user to their desired game state? Or maybe two clicks of the mouse?  The relativity of timing in the context of software can be the difference between an engaging user experience versus something that is frustrating.

RESPONSIVE & ACCESSIBLE DESIGN

Accessibility plays a key role in positive user experiences.  Taking our sensory perception and limitations into account from the very beginning of the design process plays a critical role in making sure our users can actually engage in the design.  Designs should be responsive.  If a player presses a button on their gamepad, or any other input device, the software needs to respond to as many senses available to us.  Does that button make a great sound when you click it? Does the controller vibrate?  Does the button icon pulse a little?  Good design means that we're actively listening to user input and reward the player's input by appealing to their senses and psychology.

ADAPTIVE INTERFACE & CONSISTENT MODALITY

With good UX comes an understanding of the various platforms that are being used to communicate experience.  There are vast differences implicit between designs targeted toward console, PC, mobile, VR and AR design.  Today's graphic engines do a great job of streamlining these cross platform technicalities, however, they do not automatically account for the nuances found in the way we physically interact with these instruments.  For example, VR requires an understanding of how we move in physical reality, and how those movements are rewarded in virtual reality.  It requires an understanding of the physical real estate in which we need to move.  Augmented reality virtually tethers us to a point in physical space.  How long can I hold my phone or tablet up to enjoy an experience?  What's fun for two minutes in Augmented reality may not be fun for five minutes.  Consistent modality is the result of that adaptive design we have in mind.  If we design an action or method that we would like the user to engage in, that design needs to be consistent within the various modes of engagement subsequently leading to intuitive & intelligent user experiences.

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