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Tumble Tale

Tumble Tale was the final game I worked on at the Video Game Design & Development program at Fanshawe.

The game was originally pitched to our team as a 3D Ball Roller game called "Jelly Ball". We changed some of the mechanics and aesthetic due to technical concerns. We decided to stick with the cute aesthetic, but go with animals rolled up into a ball (or are already ball shaped)

Four of the five characters are playable characters and were designed with unique abilities in mind. The Fox has a dash ability, the Panda is heavy and can push large blocks, the Chipmunk is tiny and can fit in small places, and the Pufferfish can jump high. The Hyena was made to be an antagonist character. The character were each made by one of the team members. I was responsible for the Pufferfish.

Boom Boom Kachoom

The general idea of the gameplay was to solve puzzles and complete obstacle courses. Each of the five levels was designed by a team member. I was in charge of designing the last level to close off the game.

BoomBoomKachoom

Boom Boom Kachoom is a game I worked on in my fifth semester at Fanshawe College in the Video Game Design & Development course.

The game was pitched to our team as a sidescrolling platformer game about blowing things up. Your goal was to run to the end of the level, place a bomb, and run back to the beginning before it blew up. Along the way, you could create shortcuts to make things easier for yourself on the way back to help ensure that you would make it.

We developed this game over a four month period with direction from our faculty and created an interesting, unique game that we think is pretty good.

In terms of design, I created the first level and created the Magnetic enemy, Mr. Magnet-O-Tron.

Path of the Outcast

PathOfOutcast

Created with a team for the first ever LoJam 2017 game jam, Path of the Outcast is a game where you must run away from angry villagers who are out to destroy you, because you're a monster (literally).

 

The theme for the jam was "Where we're going, we don't need roads", so we decided to implement a game mechanic that favoured staying off the roads. We did several things to achieve this: enemies will flock towards the roads, and only spawn in the center of the village (where the most roads are). The player would be forced to survive for as long as possible by traveling between safe houses, so they would need to find the fastest way to the next (somewhat) randomly placed safe house. The fastest route was usually the road (as this is how actual towns and villages are designed), but the player would be well aware of the dangers of the roads.

The game was awarded "Best Use of Jam Theme".

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