Dungeons and Dining Tables
As well as working on workshops and other projects at Catalyst, I run production and product manage Dungeons and Dining Tables. This includes people management, timelines, estimation, meetings, sprint planning, retrospectives and much more.
Dungeons and Dining Tables has been received a GameXcellence award.
Power Rangers Mighty Force
Pre-production, balancing sheets, content design doc ownerships and training a game designer in processes used on Star Trek Lower Decks.
Phantom Galaxies - Blowfish
Working as a designer on new content.
Kinder World - Lumi Interactive
Worked on unannounced features and content as well as the Friendship Garden.
Shopkins Suite
In 2021 I was tasked with product management responsibilities across a suite of 10 apps. I handled meetings, client communication, communication across disciplines analytics and analytics reports as well as some design and quality assurance tasks.
I worked with limited resources to make sure we fulfilled our contractual obligations to our client, made sure our apps were compliant with Privo, local laws and iOS, Amazon and Android stores.
Ava's Manor
I spent 2020 assisting in pitching of unannounced projects as well as handling live ops for Ava's Manor.
I outlined and structured narrative as well as wrote some of the scripts. I also managed asset lists and handled communications with artists, making sure that everyone knew what they were meant to be doing and what was being asked for.
(Below)
Danger Days
One of my favourite projects, due to my interest in serious/applied games, has been Danger Days. I worked alongside with the Red Cross running workshops, doing field research and taking what we'd learned back to the studio to turn it into a game.
This project aimed to teach 14-16 year olds about safety in disaster scenarios in Australia. This had to be done in a way that was accurate to the official safety information available at the time as well as age appropriate and aimed to keep the player safe. We taught them these skills using a range of their own ideas and thoughts on how to respond safely. (Below)
I worked on Wild Life: Puzzle Story, covering live ops, analytics, narrative design, writing, level design, systems design, documentation. (Below)
Artscape
Creative director on a small mobile narrative puzzle.
Ishihara
Ishihara is a FPS style puzzle game in which a player navigates a 3 dimensional space with completely flat shaded visuals. The player must use colour changing tools and unlock new areas.
I acted as a game designer, 2D and 3D artist as well as art director and level designer on a team of two. (below)
Dusk uses silhouettes to create optical illusion puzzles that a player must navigate before nightfall. (below)
Project Sound
Project Sound was another university project: a "murder in the dark" style game in the style of an asymmetrical FPS where a "hunter" must face away from the screen and use 3D sound to prevent the remaining (up to 3) players as they attempt to take a bell to the alter in the center of the arena while avoiding obstacles such as glass panels, water and shattered glass.
I contributed as a game designer/level designer, systems designer, character designer, 2D artist, 3D and environment designer on a team of three. (Below)