The focus of "Maze" to have the player uncover the story of the game through “emergent” and randomised story-telling within two mazes. The first maze is a surreal hedge maze, while the second is a nightmare maze with monsters chasing and
killing the player.
We designed the game so that it appears to talk to the player through revealing information over 7 randomised cycles that they are in a coma in a hospital in France, and are about to be euthanized.
The maze is both a metaphor about being trapped but also of the complexity of comas and the unknown aspects of these mind
created prisons. Watch the below video for a full walkthrough and narration.
A soliloquy in theatre is defined as "A characters reflection at their actions in the past, present and future"
.
The definition suited the game perfectly in which the design features an innovative narrative structure, unique player
experience goals and an original approach to time manipulation (through transporting to the past, present and future to overcome obstacles)
"Prism Slide" is a electronica / techno inspired racing game controlled through the accelerometer.
In the game the player has to slide their prism to score points in a
electronica inspired environment with pounding music by "Kavinksy" driving them forward.
Watch the below video for details on the projects iterations and the game design, development and game play.
toboR (Robot backwards) is the experience of being an outdated robot about to be replaced in a futuristic mega
city; and the discrimination that follows
The aim is to create the “Frankenstein” and “Elephant Man” of interactive entertainment through rather than
observing the monsters of the movies, you are the “monster”
UNREAL ENGINE 3.0 MACHINIMA CREATION PRESENTATION (UTS Games Studio)
Unreal Engine 3.0
Position: : LECTURER / HANDOUT CREATOR
On the 8th of May 2009 I presented Unreal Engine 3.0 to my university to explore the use of game engines as a means to
pioneer future tools of computer animation
I also developed a 20 page tutorial on "Navigating Unreal Ed", "Creating levels", "Decorating levels",
"Cinematography" and "Skeletal Mesh animation"
I created an additional single player level for "Gears of War", where Marcus Fenix has to survive an "Onslaught" of
Locusts in a derelict car park
The designed "Onslaught" begins with a bottle neck of enemies running towards the player down a corridor. After manipulating the AI "Cover and Path" nodes I made the locusts run towards the player giving a very visceral intense start. The rest of the level uses the same reliable and fun cover game play, with onslaughts every so often to keep the player on their toes.
The premise of “Wicked Weather” is to satirize the irrationality of the weather and the deterioration of traditional
weather seasons through "Inventory Cards" to survie the weather and battle other players.
Each player starts with 4 cards and has to battle a deck of "Event" cards. If their "Inventory" cards are ineffective against the "Event" or other players they lose a "Inventory" card. Hence “Events” are the metaphorical enemies and the “Inventory” are the guns and lives.
"Love Shape" is an open world board game in which 4 players have to race to 4 random date locations and back to their house, based on the roll of the dice, the path they choose and the "Mario Kart" inspired Random squares.
The aim of “Love Shape” was to be as unclassifiable, experimental, innovative and different to other board games as possible.
A emotional feudal Chinese experience based during the Tang dynasty
Innovative Ying Yang gameplay (a combination of brutal action and the contrasting peacefulness)
The game is the story of Kang, from broken man to guerrilla warfare hero, to warlord will have a rich and deep
story. The loss of the protagonists friends, loved ones by his enemies or his own hands will be unlike any game
before it.
“Rattles” is an accessible, simple and fun third person children’s game
The background story is that each level is representative of Billy’s (the player) bedtime, in which
rather than sleep he escapes with his favourite toy “Rattles”onto a fun imaginary adventure
The players will always be smiling and laughing as Billy and “Rattles” help make
robots, go on roller coasters in toy stores and meet funny characters
The experience of being an Australian sailor during WWII & Korean War
However the experience will not be about war, but a tribute to camaraderie
The player will take the role of Arty who experiences the highs, humour and excitement of Rest and Recuperation (‘R
and R’) and the lows, loss and the brutality of war when serving aboard the two HMAS ships