Micro Machines World Series

Platform:
PC, Xbox One, PS4

Tools Used:
Unity, 3ds Max

Role:
Senior Level Designer

Overview

The legend is back! Micro Machines World Series combines the thrilling madness of racing micro vehicles with epic team battle strategies, set against the extraordinary interactive backdrops of the everyday home! Grab your NERF blaster, try to avoid the jam, and take on the world!

Detailed Info

During the development of Micro Machines World Series, I worked on both race track and arena design, taking multiple levels through concept, paper design, whitebox and all the way to final polished release. I implemented the interactive elements of the levels as well as the layouts.

Cooker Chaos

Army Action

Summer Sprinklers

Rumble in the.... Garden

Versus Volcano

One More Round

 

 

 

Project Valkyrie

Platform:
PC, Xbox 360, PS3

Role:
Writer/Narrative Designer

 

Overview

Project Valkyrie was the codename of a space combat game in development at Doublesix Games, which eventually became Strike Suit Zero. The player controls a Strike Suit: a transforming spacecraft with multiple weapons and abilities.

Envisioned as a game with a much larger scope than Strike Suit Zero, Project Valkyrie was to be the story of a group of spacefaring 'tribes' oppressed by a governmental dictatorship based on Earth. The tribes were fighting to free themselves, colonised planets and eventually the Earth itself from the tyrannical government.

Over multiple, branching missions, the player would not only overthrow the oppressive government regime but would also come to learn the secret history of the Strike Suit technology and of the alien AIs which invented it.

 

Detailed Info

I worked on this title in a voluntary capacity with Doublesix Games during pre-production.

I worked closely with the lead designer, fleshing out the story concept and backstory and writing the narrative 'bible' for the game, developing backstory for the opposing factions in the game, along with ship and weapon descriptions.

I wrote cutscenes, mission briefings; in-mission dialogue and objectives; collectibles and inter-mission communications.

The scale of the game was judged to be too large during the transition from pre-production into production, and was scaled back and reorganised to become Strike Suit Zero.

 

 

 

Disney Infinity 3.0 Playset

Disney-Infinity-3.0

Platform:
PC, Xbox 360, Xbox One, PS3, PS4, Wii U, Android, iOS

Tools Used:
Octane, Autodesk Maya

Role:
Junior Game Designer

Overview

Disney Infinity 3.0 is the third and final game in the Disney Infinity series, in which players place a figure of one of many popular Disney characters onto a 'Disney Infinity Base' in order to play as that character in-game. The game is made of two modes: playset and toy box. The playsets are a series of adventures featuring Disney properties, in which players complete a story based campaign. The toybox is an open ended mode in which players construct their own worlds, levels and even entire game modes from kit parts. Disney Infinity 3.0 introduces Star Wars characters to the world of Infinity.

 

Detailed Info

Ninja Theory worked to develop Star Wars playsets for Disney Infinity 3.0. On this project, I worked during pre-production on one of the playsets, producing level and mission designs, writing GDDs and level flow documentation. I also implemented early versions of the missions and levels using the Octane engine and Autodesk Maya.

 

star_wars_disney_infinity_30_twilight_of_the_republic_playset-1

 

Disney Infinity 2.0 Avengers Playset

di2-avengers-jpg

Platform:
PC, Xbox 360, Xbox One, PS3, PS4, PS Vita, Wii U, Android, iOS

Tools Used:
Octane, Autodesk Maya

Role:
Junior Game Designer

 

Overview

Disney Infinity 2.0 is the second in the Disney Infinity series of games, in which players place a figure of one of many popular Disney characters onto a 'Disney Infinity Base' in order to play as that character in-game. The game is made of two modes: playset and toy box. The playsets are a series of adventures featuring Disney properties, in which players complete a story based campaign. The toybox is an open ended mode in which players construct their own worlds, levels and even entire game modes from kit parts. Disney Infinity 2.0 introduces Marvel characters to the world of Infinity.

 

Detailed Info

Ninja Theory assisted Avalance Software toward the end of development on Disney Infinity 2.0, in order for the game to be released on time, and also to familiarise Ninja Theory with the Octane game engine. During this time, I worked on the Avengers playset, designing and implementing two missions: Keeping it Loki and A Worldwide Web, and implementing the random encounters with Frost Giants. This involved using the Octane engine and Autodesk Maya.

Keeping it Loki:

 

A Worldwide Web:

 

 

Unannounced Action Game

NT_logo

Platform:
PC, Xbox 360, PS3

Tools Used:
Unreal Engine 4

Role:
Junior Game Designer

Overview

Ninja Theory worked on an open world action-adventure game which, while never released, progressed through pre-production to a vertical slice stage. 

 

Detailed Info

During this project I worked closely with the Gameplay Director on world and narrative design. I wrote audio logs, newspaper clippings and other collectibles. I was also involved in writing NPC barks and other dialogue.

Using Unreal Engine 4, I designed and iterated level layouts, combat encounters, environmental and gameplay puzzles, as well as stealth gameplay sections; all with appropriate documentation.

Vergil’s Downfall

Platform:
PC, Xbox 360, PS3

Tools Used:
Unreal Engine 3

Role:
Junior Game Designer

 

Overview

Vergil's Downfall is a downloadable chapter for DmC: Devil May Cry, serving as an epilogue to the main story. Players take the role of Vergil and learn what happens to him after his defeat by Dante. The chapter features an all new combat moveset for players to master and six exciting missions to complete.

 

Detailed Info

During the development of Vergil's Downfall, I worked on every level in collaboration with other designers, designing and implementing enemy encounters, traversal, and level layouts. I was also responsible for implementing the upgrade shop and for item and collectible placement.

Upgrade Shop:

Enemy Encounter:

 

Traversal:

 

 

 

 

DmC: Devil May Cry

Platform:
PC, Xbox 360, PS3

Tools Used:
Unreal Engine 3

Role:
Junior Game Designer

 

Overview

DmC: Devil May Cry is the newest title in the world-famous action series. Players take the role of Dante in an all-new imagining of the character's origin. The game features the series' signature gun and sword combat but adds more weapons, new powers and combat moves, and an all-new interactive environment.

 

Detailed Info

During the development of DmC: Devil May Cry, I worked with other designers on approximately one third of the levels. I worked on level layout, encounter design, traversal, and the placement of collectibles and secret doors.

I was responsible for designing the Ophion Angel Lift and Ophion Demon Pull tutorial levels:

Ophion Angel Lift

Ophion Demon Pull

In addition to the Ophion sections, I worked on Level 1 (Found), most extensively on the sections after the pier collapse up to the Hunter boss:

 

I also worked on Level 2 (Home Truths), level 5 (Virility), level 6 (Secret Ingredient), level 16 (The Plan) and level 18 (Demon's Den), as well as on the Secret Missions. In these missions, I worked with other designers on traversal sections, enemy encounters, item placement and level layouts.