Programmer | Game Designer

Minerva Prime

Created using the HTC Vive and Unity Engine, Minerva Prime is a 3 player cooperative simulation game, designed as an exhibit for the Canada Aviation and Space Museum. Players are placed in a virtual world in space suits as astronauts, assigned as different roles and equipped with tools to explore and succeed in this new found world.

UX/Game Mechanics- Designed and programmed the mechanics behind several of the tools as well as many of the controls to ensure the game felt comfortable and was intuitive for the users.

Calibration room- Designed the first room of the game as a tutorial and practice room to calibrate the user's virtual suit. This room allowed players of all ages , even if not familiar with V.R. or games in general to understand the controls in a quick and fun way.

Level Design- Was placed in charge of both the map layout, gameplay and game pacing of the level used for the exhibit.

Public Relations- Presented the project to industry professionals, special guests and executive partners to the Canadian Aviation and  Space Museum. In addition volunteered at the museum for play testing with the general public(ages ranged from 6-80).

Blaze Seeks the Sun

Blaze Seeks the Sun is a small and simplistic 3d platformer created within Unreal Engine 4.  It takes unusual inspiration from the horror genre, while changing up its gameplay by using a combination of mechanics in interesting ways. This is a survival platformer where visibility is low and danger lurks everywhere.  This game has been in development for just over one month, by myself and another game development graduate.

Game Design- After the initial creation of the concept of the game, I was in charge of designing the mechanics and game play of the game, as well as the implementation.

Level Design- I designed the level to ensure the player would be progressively introduced to the mechanics of the game and taught at a reasonable rate.

Coding/Blueprinting- I used a combination of c++ scripting and blueprints focusing on the gameplay code. 

Hero vs Evil

Hero vs Evil is a small windows/android game created within The Little Game Engine.  It is a simple yet complex tile based claiming game, where the player must cleanse the land and prevent the enemies from corrupting the world. The engine used is a basic windows and android development environment, created from scratch over a summer by myself and a colleague.

Design - Together we designed how the engine systems would interact and be used by a potential game creator. From that point, the design of the game itself  was my responsibility. The game was designed to be a simplistic yet challenging tile claiming game, with easy controls that are compatible with a touchscreen.

Balancing - It was important to find the right balance between the enemy's power and the player's power.  Balancing involved utilizing numerous graphs,calculations and play tests. It was a challenging feat as often minor changes would result in the game either being too easy, or far too difficult.

C++ -I was in charge of the overall design and inner workings of the game. I programmed within our engine in C++ using the plugins and systems we had put in place to help ease the process of adding game logic.

Nature's Wrath

Nature's Wrath is a board game in its prototype stage. I  created Nature's Wrath with the help of an artist who was also studying  Game Development. The game involves strategy and co-operation  between players to help each other survive and find their way to victory.