Client Projects
Title: Coca - cola : the red planet
Role: tEAM LEAD AND PRODUCER
Genre: TURN BASED, point and click
dURATION: 6 MONTHS
tEAM sIZE: 8
Producers / team lead: Ryan nichols
Programmers: Ryan wallace - ross geldart
Artists: alison mccann - amalia cioffi
Game Designers: Anthony keyes - ruairidh thompson - robbie peden
WHAT
Coca-Cola: The Red Planet is a risk management training game. manage the launch of the first Coca-Cola Space Shuttle to Mars. invest coins to maintain control over a series of Sectors. These Sectors equates to the amount of Coca-Cola bottles being produced for the Mission. The player will regularly receive emails from departments in association with the launch informing the player of potential risks. This is where the player must utilise their ‘S.M.A.R.T’ risk awareness skills to mitigate these risks. Lastly the player must hire and train a Cola Crew of astronauts to perform Safety Checks and Man the Mission.
WHY
The task for the student team is to create a playful experimental game prototype, that delivers enterprise risks management training to business practitioners. The gaming experience will enhance the user’s awareness and understanding of risk management concepts and test their ‘smart risk’ decision making capabilities.
HOW
- Creating and iterating agile cycles in Gantt charts in Google Sheets, to create a development roadmap, scope the project and plan.
- Communicating with the team via Discord in weekly meetings delegating tasks via Trello
- Keeping the client engaged by sending new builds through a cloud-based drive, communicating through weekly emails and Microsoft teams’ meetings.
- Keeping the team motivated through the project especially while moving into Lockdown and remote working.
- Accountable for the team’s quality and timely delivery
- Oversee bug reports, bug fixes as well as keeping our QA Tester updated with the latest builds.
Group Projects
Title: Mischief: Into the Aetherno
role: LEVEL DESIGNER AND SOUND DESIGNER
genre: first person, puzzle platformer
dURATION: 4 MONTHS
tEAM sIZE: 8
Producers: Aaron Wyatt - Ruairidh Thompson
Level Designer: Ryan Nichols
Artists: Senanu Tordzro - Nadia Simonsen
Game Designers: Rahul Rathore - Ran Xie - Barney Smith
Development Portfolio
Mischief: Into the Aetherno is first person, action platformer action and adventure; while the gameplay, mechanics and aesthetic style appeals to a younger type of player, this gameplay could be inviting enough to attract gamers of all forms, similar to Spyro the Dragon, portal and films like Avengers Infinity War and Harry Potter.
HOW
- Creating maps, diagrams like flowcharts in draw.io
- Mood boards for each level/area in Photoshop.
- Grey boxing each level, creating scale and feel as well as finalising themes in Unreal Engine 4.
- Researching sounds/ soundtracks.
- Creating databases for sounds in Excel.
- Manipulating sounds/ soundtracks in Adobe Audition.
- Importing sounds and making blueprints for sounds in Unreal Engine
1. Download
2. Extract folder to Desktop
3. Open Application folder
4. Run DES203.exe
solo project
Title: Legacy of Kain (Adaptation)
rOLE: tECHNICAL level dESIGNER
tEAM sIZE: 1
dURATION: 4 MONTHS
gENRE: THIRD PERSON, ACTION ADVENTURE
WHAT
You play the eponymous character of Kain, a vampire anti-hero, in action, exploration and puzzle-solving, game. Use Kain's abilities to fight your way through a abandoned castle.
WHY
This project serves as a digital adaptation of the classic game Legacy of Kain: Defiance, Aiming to select a critically acclaimed work that will offer scope to explore its narrative themes through creative level design.
HOW
- Creating maps, diagrams like flowcharts in draw.io
- Grey boxing, creating scale and feel as well as finalising themes in Unreal Engine 4.
- Researching sounds/ soundtracks.
- Importing sounds and making blueprints for sounds in Unreal Engine
- Creating mechanics like health, mana, health drain and more using blueprints
- Researching and playing Legacy of Kain games