Scooby-Doo: Monster Mayhem
System Designer | Kuato Studios | Web Browser | June 2022 – November 2022 | Unreleased
“Hold the phone!” doesn’t even BEGIN describing how I felt designing a game for this beloved franchise.
This was the first game that I led development at Kuato, and was the main point of contact from concept to near completion of this tower defense game.
I also worked on all areas of design in this project (concepting, game system design, balancing, tuning, sound design, and more), and to collaborate with an incredibly talented internal and external team, for which I will be forever grateful.
Marvel: Story Playback
Tool Designer | Kuato Studios | Web Browser | January 2022 – November 2022 | Unreleased
This was a collection of two tools, one which could be used to create visual stories, and the other, to play through the story. Based on the options you chose with your voice as a player, you would progress to different outcomes in the story. This was a successor to “Story Maker” – the same tech as a base, but using Marvel art for the theme.
I was responsible for proposing tool modifications to achieve the narrative designer’s vision, working closely with the the lead programmer and acting as a bridge between design and code teams. I also tested any new features and modifications as we were iterating on the tool. I was also responsible for adding content to the tool’s database so it could be used by other designers. Using the tool, I created scenes to showcase and play through the stories written by the narrative designer, focusing on environment set-dressing, camera positioning, and UI placements.
Story Maker
Tool Designer | Kuato Studios | Web Browser | January 2022 – November 2022 | Unreleased
Similar to “Marvel: Story Playback”, this was a collection of two tools, one which could be used to create visual stories, and the other, to play through the story using the power of your voice.
I was brought onto this project to analyse and explore ways to make it more user-friendly so that kids and parents could eventually use it with ease. I was a tool/technical designer on this project, and created themed stories that would eventually be featured on the “Learning Platform”.
Chit Chat
Narrative Designer | Kuato Studios | Web Browser | January 2022 – November 2022 | Unreleased
Building on the idea of speaking to play through a game, “Chit Chat” was a conflict resolution narrative game where you played as a mediator between two parties, aimed at young kids. This was my first experience writing storylines and dialogues as part of a studio.
I wrote mini stories based on several conflict points that kids are likely to experience (and let’s be honest, some adults too!), such as sharing and being different. I also implemented those stories within in-house tools to play through and test.
Learning Platform
Game Designer (Concepting and Rapid Prototyping) | Kuato Studios | Web Browser | January 2022 – November 2022 | Unreleased
This was a cool concept that I worked on at Kuato, which was a whimsical open-world environment (think Zelda) with several settlements dotted across, waiting to be explored. In each settlement, you could play mini educational games focused on language development.
My role was mainly to concept and prototype mini-game ideas that would fit well with in this open-world. This involved creating game decks, pitching to the wider design team, writing scripts (C#) and prototyping in Unity.
Unseen Diplomacy 2
Level Designer and QA Tester | Triangular Pixels | VR | May 2021 – November 2021 | Upcoming
The first game that I worked on as a junior game designer. This is an upcoming VR game, a successor to its namesake, where you play as a spy, hacking your way through a world of robots and retro gadgets.
A good chunk of my role was greyboxing levels and concepting using existing and new mechanics. I was also responsible for all levels having the appropriate scripts and colliders, tweaking hand positions on various gadgets, programming a mini game to be played on an in-game device while in VR, visual scripting for junction boxes (loads of udon noodles), playtesting and assigning juicy bugs to relevant people.