Game Design Projects

Crumble Shooter

A game made with a programmer during a 2 day game jam in AIE. Using the theme “every action matters”, I was responsible for the game design and level design for the project. It was an interesting experience as it was a test of how well I could perform in a tight time frame. The game is a shooter where the player must make a choice on which enemies to kill in order to progress.


Get Out of My House

A game made with a team with another designer, artists and a programmer during a 1 week game jam during my time at AIE. Using the theme “You are the villain”, I was responsible for the general level design of the project. This was game jam made to see how well our team works together in preparation for our major project. The basic concept of the game was that the player was a ghost, and they had to drive out people that were in the house.


A Mermaid’s Journey

A major production game I made in a team of 7 in my 2nd year of AIE. It’s a puzzle exploration game designed for all-ages inspired by The Little Mermaid and Abzu. I was the UI/UX and audio designer for the game, and it was the game where i learned to adapt to different engines as it was my first major work with unreal, and this project also furthered my skills in game design and UI/UX design.


Bin Raiders

A game made with a team of artists and a programmer during a 2 week game jam for Ubisoft Australia. Using the theme “trash”, I was responsible for the general game design and level design for the level. My first big game jam, the game jam was an experience of working with people new and old and my first experience of working remotely most of the time. The game was a battler in the vein of action RPGs, where the player is an Ibis otherwise known colloquially as a “bin chicken”, fighting off trash monsters in a muggy bay area.


Predictive Jumper

A simple prototype I made solo in a few days. It was a platformer that was focused on having “predictive” jumps where the player had to jump and predict where the next platform was. The project was a lesson even game concepts that were seemingly simple such were deep and complex in it’s design.