Portfolio
Einsam
Einsam is a sci-fi survival horror game made with our team The Indifference Engine as part of the Global Games Jam 2013 in 48 hours. You play Sam, an astronaut being kept alive by the ATHENA suit who must find the pieces of a distress beacon in the floating wreckage of a ruined spacecraft. But, while ATHENA won’t let Sam die, Sam’s mind is in more danger.
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Einsam is a game of avoidance and risk with the character’s health being replaced with sanity and displayed to the player by the character’s heartbeat and camera effects. If the player is not behind scenery when a wave of darkness approaches then they lose a large quantity of their sanity, if their sanity is maxed out and they are hit then they lose the game.
The game was reviewed on the VGM Awesome radio show: https://soundcloud.com/vgmawesome/vgm-awesome-71-einsam-review
The project can be found at: http://theuncommon.co.uk/projects/einsam/
Global Games Jam site: http://globalgamejam.org/2013/einsam
Built using Unity3D
SoulMate
SoulMate is a group project for my Gameplay module at Plymouth University, my role within the team was game designer and coder. It’s a shape matching puzzle game where you drag your character’s shape around to match you “suitor”, when the shapes are close enough you absorb the suitor and move on to the next. The aim is to absorb as many suitors as possible by the time the game ends.
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The project can be found at: http://theuncommon.co.uk/projects/soulmate/.
Built using FlashDevelop and the Flixel game engine.
Salvage: The Fall
Salvage: The Fall was my final year project at Plymouth University. It’s a top down shooter that explores the concept of evolutionary game pacing. Each time a game is started the game picks a graph from the server that will dictate the numbers and placement of enemies. At the end of the game the player rates their game experience and the results are collated. The graphs that are liked are then bred together using a genetic algorithm to produce a new generation that are then put through the same process.
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The idea was to create a game that uses player experience to improve itself, rather than companies having to worry about the minutia of balancing the experience they can use playtesting and beta periods to allow the game to learn player habits and allow the game to tweak itself to find the optimum level of difficulty. Rather than the game’s creators releasing patches to improve it, the game can improve itself.
The project can be found at: http://theuncommon.co.uk/projects/salvage/
Built using FlashDevelop and the Flixel game engine.



