Inspectre [WIP]

Project Bits:

  • Ongoing Hobby Project
  • Point & Click Adventure

Responsibilities:

  • Programmer
  • Assistant Game Designer
  • Content Manager

Team Members:

Summary:

Lora is an investigator who stumbles onto a ship that should be abandoned, only to discover ghosts wandering around its interior, trapped in a cycles of unresolved stories.  Taking upon herself to get to the bottom of this mystery, Lora proceeds to get involved in the stories and lives of those long past, and finds herself caring more and more about the story of this mysterious ship.

Inspectre was begun as a university semester project during 2013, within which a vertical slice was completed over a three-month period.  This prototype showed great potential, and inspired the team to continue working on it upon the completion of the degree as a “free-time” project.  The team has changed slightly since the completion of the initial prototype due to other commitments, as well as people, such as myself, being brought on in a more formal aspect.

Although my “official” involvement in the project began after the completion of the vertical slice, I had been working on design problems and providing consultation in all areas of development over the course of the project since its conception.  Since the project has entered the hobby-project phase, have taken over the responsibilities of programming, assisting with game design, and managing the production assets through the use of an online repository.

Conquest (2014)

Project Bits:

  • Executable
  • Bachelor Project
  • Vertical-Slice Prototype

Responsibilities:

  • Project Lead
  • Programmer
  • UX Designer

Team Members:

Summary:

Four different races are engaged in an epic war over control of the planet’s mana sources, taking to the battlefield in uneasy alliances, to secure regions and gain control of this power-granting resource.  Players are pitted against one-another in this strategic collectible card game involving logistical planning, resource management, and deck building, utilising the advantages of the digital medium to bring the collectible card game experience to a new level.

Conquest was completed as a vertical-slice prototype over a thirteen-week period, within which we created and play-tested 40 different cards over 3 iterations, beginning with a 48-hour paper-prototype game jam using cards from Magic: The Gathering as a base.  The result was the framework / pre-production / design bible for the “full” game, an 80-page thesis, and a fully functional networked-multiplayer game.

My personal experience in the project helped me understand how where I fit best into game development industry as well as allowing me to exercise both the soft and hard skills required to bring a prototype to completion.

Anxietyville: Consumer Hell [Alpha Prototype] (2013)

Project Bits

Responsibilities:

  • Team Manager
  • Client Co-ordination
  • Lead Game Designer
  • Assistant Programmer

Team Members

Summary:

During the summer break in 2013, myself and four other students had the opportunity to work as a small independent team on a project outsourced to our University. Over the course of a three month period, we completed an alpha prototype of a mobile game for Xenophile Media as part of their cross-media project Anxietyville. The project involved 40+ hour unsupervised work weeks, whereby my responsibility involved reporting to University representatives as well as the client on behalf of my team. The resulting prototype was presented to the client along with accompanying documentation, source, and assets produced by the team, and formed the basis for the current release of the project.

The experience I gained through the completion of this project were invaluable in learning about the mobile game market and working with clients, and the work my team completed provided our client with an innovative game concept, and the basis of a game of which we are proud to have been involved in.

The project was completed under an NDA that will expire in October, 2018.

Vermin (2013)

Project Bits:

Responsibilities:

  • Project Lead
  • Game Design Lead
  • Lone Programmer

Team Members:

  • Ruth Bosch
  • Nicole Granzitski
  • Jeanette Reiter
  • Martin Streit

Special Thanks:

Summary:

Vermin is an attempt to bring the 1980 Game & Watch classic of the same name to a new generation of players.  Conceived as an interactive exhibition piece, this re-make involves players using physical “hammers” to defend their vegetable garden from the hungry moles.  The player stands on a projection surface, underneath which buttons are hidden for the players to hit, and upon which a projection produced by two independent projectors, aligned such that the player doesn’t cast a shadow upon the playing field.

The development of this Vermin was completed during the summer semester of 2013, after being tasked with the development a modern remake of a Game & Watch classic.  Currently being involved in the organisation of a university student project exhibition, I saw this elective as an opportunity to contribute something of my own to the exhibition, and inspired four others to take on the project with me.

With the collaboration between our team and the Museum of Electronic Games and Art, we had the opportunity to exhibit this project not only at the student project exhibition, but also at the Ars Electronica 2013 festival in Linz, Austria.  This exposure helped us conduct user testing on a massive scale, and also develop skills in communicating game ideas with a large audience of differing backgrounds.