Game Design

Mason Hawk: Sales Executive

The brief was to design and make a game in 4 weeks that would reinforce the learning of a sales conversation process without simulating a conversation. The result was a sales 'battle' game where you assume the role of Mason Hawk - elite salesperson - and meet with various clients, each with different areas of interest. The player chooses the appropriate actions which affect various client attributes in an attempt to convince them that the proposal is a good idea, that it fits with the client's needs, that it should be acted on immediately and that you are the best company to deliver.

Titus Roquefort's Project Manager

The player takes on the role of a project manager new to Roquefort Enterprise. Thrown in at the deep end the player must gather information from documents and staff to plan out a project on time and on budget using common project management techniques - work breakdown structure, PERT chart, critical path, GANTT chart and risk assessment. The player must then manage the workforce as they carry out the tasks assigned to them to complete the project, resolving any issues that might crop up.

The Winning Game

The Winning Game teaches the 'Winning Theory', a set of rules that have been researched and developed over the last 18 years. Based on a prototype designed by the theory's designer, I took repsonsibility as design lead to create the new version.
The game is a two player ball game which assesses the player on 12 rules that they must follow to Think Correctly Under Pressure. The game includes single player training levels to teach the theory.
My role as lead designer invoved a great deal of colaboration with the creator of the theory and the development team and input from the target users.

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The gameplay and interface were redesigned to create more user friendly controls.
A series of training levels were created involving thinking, practical and quiz elements.
An assessment engine to track many metrics and combinations of metrics during gameplay and feed back this information in realtime and post game.
To engage the target market the visual aspects were completly recreated, a 'Quest' mode with backstory and characters and an unlockable content and achievment system were added.

Click for more information on The Winning Game

LGC: Contamination

LGC was designed to accurately recreate a laboratory experience and procedure. Closely working with subject matter experts to learn the Polymerase Chain Reaction process and how to ensure perfect results from it. The game elements and environment were designed to teach this in a safe, cost effective and fun way. The player assumes the role of a lab technician who, on arriving at work, is told by her manager that there has been an outbreak of a mysterious disease and it is up to you to determine where the source of contamination is by performing the PCR process to compare three samples from seperate locations to a known sample of the virus. As the procedure is undertaken, the pressure increases as news reports come in of 'zombies' taking over the town and heading in the direction of the laboratory. If the player is successful they will be able to create a cure for the virus and discover the culprit.

Eduteams

Eduteams includes several multiplayer puzzle games that were completly reskinned and redesigned to appeal more to school children. A new viewing angle added more interest visually and the puzzles that did not include characters were redesigned to use them. The biggest change was to the Mascot game which turned from a flat mix and match body parts game with no particular goal to a collaborative game focused on communication whereby each player designs a totem pole and then describes to the others what parts are needed to build it.

Sub-Zero Racer and SkytraX

Both Sub-Zero and SkytraX were based on the same isometric racing game, reskinned and with new features added.

Sub-Zero is a snow-mobile racing game. With the level design I tried to add a 'hook' to each track to make it interesting and have variety throughout - Jumps, crossovers, obstacles and secret shortcuts.

SkyTraX has a futuristic theme on which I took design lead. Powerups were the main feature added in this game but also was the ability to have different path choices giving the player opportunities to take short cuts or get better powerups for a more challenging route. In this game I was also keen to add a story element, as well as giving AI opponents personality, friendships and rivalries. Taking on the role of Ace Vanquish the player competes in the SkyTrax tournament across the moons of our solar system, earning credits and