Beacon is a top-down Sci-Fi Action Roguelike
You play as Freja, the lone survivor of the crew of a large spaceship that crashed on a strange planet. The planet is home to a mysterious containment facility that confines various genetic abominations, odd occult items, and incomprehensible alien technology.
Upon your arrival you learn that the containment systems have been breached due to parts of your crashed ship destroying areas of the facility and that the whole planet has been overrun with the beings that were released and the automated containment drones that are attempting to subdue them.
You must acquire bits and pieces of hardware to reboot the distress beacon in the remains of your crashed ship and call for help so that you can escape this unforgiving planet.
Gameplay is an eclectic mix inspired by genre staples such as The Binding of Isaac, Teleglitch, Spelunky, Nuclear Throne and Risk of Rain, but defined by our own unique twist to the formula.
On Beacon, I perform a myriad of jobs. be it high level game design work, designing enemies, items & contributing to game play mechanics & scenarios. To building the environments themselves, lending my level design skills and artistic abilities to craft interesting playable spaces. On top of that, I am in charge of all the music & sound design, creating all foley and composing the soundtrack that ebbs through the environment.
Find out more about the game as we continue to develop it:
The Crew is an upcoming MMO RPG action driving game for PC, PS4 & Xbox One, set in a playable space representing the entirety of the USA. Co-developed by Ivory Tower and Ubisoft Reflections, The game's premise is to offer up the most complete open world driving experience, heavily focusing on online cooperative play with friends, with the ability to form factions and tackle missions & PVP or PVE events.
Since joining back in February 2013, I have been a Level Designer at Ubisoft in charge of the open world activities known as Skills. Skills are mini challenges located all around the environment, acting as competitive bursts of gameplay. Skills are unique as they actively take advantage of the surroundings as playable spaces. Be it, Hill Climb challenges to reach the summit, fast & furious Speed Skills on asphalt roads, or Scramble Skills that act as wild, off-road paths, weaving in and around the locations, testing the player's ability at every turn.
There are hundreds of these Skills dotted all over the game, each feeling unique due to the various locations available, terrain to tackle & Skill types designed to specifically challenge the different car dress types available.
At the start of 2013, after collaborating on many projects, myself and a handful of talented developers, co-founded Monothetic LLC in the pursuit of creating our own independently created videogames. Haven, a first person, sci-fi survival horror/adventure game, is our debut product. Powered by Unreal Engine 4, we are harnessing the technology to push the visual fidelity of our game's universe, a world heavy in aesthetic, style & mood.
Throughout development, as a core team member, I have provided my skills and abilities to all elements of the game, mainly contributing as Gameplay/Level Designer - taking full advantage of Blueprint - and as an Environment Artist. I am also actively involved in story, sound design & project management.
Kowloon is a point & click adventure narrative game, set in the now destroyed Kowloon Walled City. The story centres around a young girl living with her family in an incredibly densely populated, seedy & brooding environment.
With the objective of making a fully featured short-form game within 5 days, myself & co-creator Sean Wenham created everything ourselves using Gamesalad.
I worked mainly on creating the music & sound design, inventory & dialogue systems, event-scripting & minor animation work. (the kitty!)
We will be polishing up the game and releasing it free in the next month or so.
Black Snow is a first person, survival horror/adventure game, originally released November 2012, as a HL2:EP2 modification.
Heavily inspired by classic survival horror games like Silent Hill, along with notable films such as The Thing, the game quickly spread with the Source Engine development community before exploding outwards int the YouTube Let's Play community. The mod was featured in Moddb's Top 100 & PC Gamer's '90 Best Horror Games on PC'.
I contributed to a host of work, ranging from design inout & playtesting, voice acting and environment art.
Forza Horizon is a triple BAFTA nominated open world action-racing game, released in late 2012, exclusively for the Xbox 360.
The game was the first in the Forza series, to break away from it's conventional and popular simulation roots, in favor of a more playful, exciting & ultimately, open-world Forza driving experience. Set in Colorado, the game took advantage of the environmental locale, offering up great variety - not just in it's aesthetics - but in the types of roads & terrain possible to traverse & explore. This gave way to a multitude of driving opportunities, such as point-to-point races, off-road rally style events, street racing & showcase events.
I joined the team in November 2011, as a level designer not long after production had kicked in. Working with 5 other designers, we went through the whole process of sourcing interesting locations in the world, greyboxing them, playtesting & iteration, all the way through to the final art-passed tracks & events.
This meant working very closely with programmers & artists, to bring up the quality of each piece of gameplay collaboratively. From optimization of art assets & props, to performance profiling & debugging. This being my first major industry job, I learnt vast quantities of valuable know-how - from understanding other disciplines more intimately, to my own experience using various toolsets & software - and allowed me to grow much stronger as a capable designer. My time at Playground Games formed the groundwork of how I critically tackle game design today & provided my first insight into AAA development.
Contention is a CSGO competitive multiplayer map set to be released later this year. Currently in the art-passing stage of development, the map is near completion, with the hope of being included in one of Valve's 'Operation' initiatives. I have worked on the project autonomously, with the desire to not only create a highly balanced, engaging map, but also a visually striking one.
Taking lighting & stylistic cues from games like The Last of Us, the dishevelled downtown apartment blocks and shipping yards bask in a low hanging sun, adding vibrancy and mood to the firefight. Using my in depth experience of the Source Engine, I struck a balance between presenting an aesthetically beautiful setting, with a viable & fun multiplayer gameplay experience.
The map is dense & compact, utilizing lots of verticality. This design lends itself to creating frequent bursts of conflict, map control shifting constantly back & forth with quick rotations possible. Playtesting and iteration has been key to balancing the map & I look forward to releasing it in the near future.
Canvas is a third person adventure game. created as a total conversion mod for HL2. The game followed the story of a young girl called Milena & her abilities to harness psychic powers, in a world where humans and psychics coexist. An institute called the Society of Thorns which protects the agenda & the arts of psychics is pivotal to Milena, her father and ultimately her powers. The player can directly interact with psychic forms of media, allowing her to dive into the worlds of paintings and explore their universes.
Aperture Syndrome is a 3 part single player map for Portal 2. Created for Valve's 2012 Summer Mapping Initiative.
Being allocated only two weeks of time to create a campaign from scratch, I used all my Source Engine technical know-how to create a fun, engaging & visually interesting map.
A collection of freelance work I have created over the years in various design community 'map' battles or mod projects.