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PROJECT OVERVIEW

Hunting Simulator 2 is an immersive hunting experience developed by Neopica, where players explore expansive, realistic environments to hunt a diverse array of animals. Over a six-month period, the project focused on enhancing player engagement and immersion through comprehensive design improvements and feature implementations.

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Key Points:

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  • Company: Neopica BVBA

  • Platforms: PlayStation 5, Nintendo Switch, PlayStation 4, Xbox One, Microsoft Windows, Xbox Series X and Series S​

  • Genre: Simulation

  • Role: Sole Game Designer

  • Team Size: +-25

  • Objective: Develop a realistic and immersive hunting simulation that would be closer to real hunting other simulators

  • Duration: 6 months fixed term

  • Tools Used: Unreal Engine 4, Perforce, Mantis

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MY CONTRIBUTION

As the only Game Designer on Hunting Simulator 2, I played a crucial role in shaping the game's overall design and direction. This position required me to adapt quickly, learn on the job, and effectively communicate with the producer and other team members. I handled research, design, documentation, UI, and even bridged the gap between the producer's vision and the programming team’s execution.

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In my role as Game Designer for Hunting Simulator 2 at Neopica, I was responsible for leading the design efforts and overseeing multiple aspects of the game’s development. I handled research, design, documentation, UI, and even bridged the gap between the producer's vision and the rest of the team’s execution. This position required me to adapt swiftly, especially when addressing the need to rebuild and redesign core game mechanics and systems initially developed by a previous designer. Publisher feedback necessitated significant changes, prompting a comprehensive redesign to align the game with new expectations.

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Key Contributions:

  • Expectations: To closely work with the other departments and efficiently convey the game's design implementations

  • Challenges Overcome: Rapidly adapted to the responsibilities of being the only designer, effectively managing multiple aspects of the project while learning to work independently

  • Innovations: Designed and developed the Hunting Lodge, which became a central feature for player progression and engagement

  • Outcome: Successfully implemented and refined key design features, receiving positive feedback on the Hunting Lodge and contributing to the overall success of the game

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PROJECT OVERVIEW

Tiki-Taki is a vibrant 2D racing game developed under the Canadian LLC I co-founded, where players control a furry green cave critter named Tiki as he races to escape the evil Juju. The ongoing project emphasizes creative gameplay, diegetic design, and player immersion through innovative feature development and meticulous team coordination.

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Key Points:

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  • Company: Cheeky Chimp Games LLC

  • Platforms: Android, IOS​

  • Genre: Side-Scrolling Racer

  • Role: Game Director / Programmer / Artist / Game Designer â€‹

  • Team Size: 3

  • Objective: Develop a captivating 2D racing game with a strong emphasis on diegetic design and creative gameplay

  • Duration: 6 Years (ongoing)

  • Tools Used: Gamemaker Studio 1-2

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MY CONTRIBUTION

As Team Lead and Game Designer for Tiki-Taki, I drove both the creative and operational aspects of the project. From managing team coordination to handling legal responsibilities, I ensured that the development process was smooth and efficient. My role required swift adaptation to challenges, including taking over pixel art duties after a team member’s departure. I led efforts in research, design, documentation, and UI development, maintaining a cohesive vision for the game.

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In this role, I was responsible for the complete design process and overall direction of Tiki-Taki. My contributions included creating the game’s unique interactive main menu, which enhances player immersion. I also managed team communications to ensure alignment with our creative goals. The project presented challenges, such as learning game development right out of school and navigating the responsibilities of founding an LLC. Despite these, I successfully guided the team and contributed to the ongoing development of a game that continues to receive positive feedback.

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Key Contributions:

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  • Expectations: To coordinate a team of indie developers and create a unique and charming experience

  • Challenges Overcome: Managing the complexities of leading a game project post-graduation, while coordinating team efforts and overcoming the challenge of taking over pixel art duties

  • Innovations: Designed a unique, fully interactive main menu system that enhances player immersion and engagement. Developed a game with no text other than the title

  • Outcome: Successfully established a cohesive and creative game design, with ongoing development and positive feedback from early supporters

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PROJECT OVERVIEW

Azraq is a VR medieval fantasy MMORPG set in a world devastated by drought. Four factions battle for control of Azraq, an infinite source of water. The project blends VR mechanics with action RPG elements. Players explore, engage in combat, and uncover mysteries. Azraq offers dynamic gameplay and rich narratives, providing a fresh take on the genre.

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Key Points:

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  • Company: CKAI, Belgium

  • Platforms: PCVR​

  • Genre: VR MMORPG

  • ​Role: Sole Game Designer

  • Team Size: 6

  • Objective: Design a unique and grounded VR MMORPG that is easy to pick up and hard to master

  • Duration: 4 months fixed term

  • Tools Used: Unity, Machinations, Draw.IO, Photoshop

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MY CONTRIBUTION

In Azraq, I served as the sole Game Designer, developing the game’s design from the ground up. I created a pre-production game design bible that defined core mechanics and balanced combat mechanics. My focus was on providing players with opportunities to experiment and refine their skills. The goal was to offer freedom to explore different playstyles and strategies, allowing varied gameplay experiences.

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Additionally, I collaborated with the CEO to solidify the game’s core mechanics, including a weapon-swapping system that lets players switch between combat roles on the fly. This system provides tactical depth and encourages varied playstyles and curiosity. I managed challenges, like feedback delays from our outsourced programmer, and VR hardware limitations by staying flexible. The final design document served as a roadmap for future developers, ensuring the game’s vision was preserved and perfectly aligned. The design delivered an engaging VR experience that adapted effectively.

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Key Contributions:

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  • Expectations: Responsible for creating the game’s design blueprint and core mechanics

  • Challenges Overcome: Managed feedback delays and technical constraints, adapting the game’s design to fit VR hardware capabilities

  • Innovations: Developed a weapon-swapping system that allows players to switch between combat roles dynamically, enhancing gameplay depth and providing varied strategic options

  • Outcome: Azraq showcases my ability to create detailed design documents and maintain a clear vision. It demonstrates problem-solving skills and adaptability, resulting in a product that overcame all challenges

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PROJECT OVERVIEW

Lora VR is a VR language learning game with three modes: Sword Mode, where players slice objects to memorize words; Laser Pistol Mode, where players zap words to form sentences; and Museum Search Mode, where players find items like animals and buildings. Players begin in a hub room, select their mode, and get beamed into the learning course.

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Key Points:

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  • Company: CKAI, Belgium

  • Platforms: PCVR, Sidequest​

  • Genre: VR Language Learning

  • Role: Sole Game Designer

  • Team Size: 6

  • Objective: Create a game that is both engaging and educational, in a format that has never been done before

  • Duration: 4 months fixed term

  • Tools Used: Unity, Draw.IO

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MY CONTRIBUTION

I was responsible for leading all aspects of Lora VR’s pre-production, including the development of game modes, core mechanics, system design, and UI. My role involved conceptualizing ways to integrate language learning with VR mechanics to ensure the experience was both educational and enjoyable. Creating a balance between fun gameplay and effective learning posed a unique challenge, which I addressed through thoughtful design and iteration.

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In my role as Game Designer for Lora VR, the biggest hurdle was designing interactions for non-violent words (e.g., animals and people), which led to the creation of the Museum Search Mode. This mode enabled players to engage with items they couldn’t slice or shoot, thereby broadening the game’s educational scope and maintaining a cohesive learning environment. This addressed multiple challenges at once, allowing players to explore and interact with items in different non-violent ways, adding variety and ensuring a balanced gameplay experience.

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Key Contributions:

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  • Expectations: Establish a blueprint of the entire game's design and art direction

  • Challenges Overcome: Developed the Museum Search Mode to expand the game’s educational potential and keep players engaged with non-combat activities, enriching the learning experience

  • Innovations: Created modes combining language learning with engaging interactive VR features, encouraging player experimentation and retention

  • Outcome: Successfully created a pre-production blueprint outlining all game modes, systems, and learning methodologies, providing a strong foundation for future development

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PROJECT OVERVIEW

Evorite is a 2D pixel-art roguelike inspired by Pokémon, Final Fantasy, and modern roguelikes like Slay the Spire and Inscryption. The project aims to reinvent classic turn-based combat in a streamlined, fast-paced format, eliminating traditional RPG downtime activities like towns or quests. Evorite focuses on delivering a unique gameplay experience.

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Key Points:

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  • Company: None

  • Platforms: PC​

  • Genre: Roguelike

  • Role: Sole Creator

  • Team Size: 1

  • Objective: To create a retro inspired Roguelike that embodies a simpler era of games, while adding a unique twist

  • Duration: 4 Months (ongoing)

  • Tools Used: Gamemaker Studio 2

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MY CONTRIBUTION

In Evorite, I served as the sole developer, taking charge of game design, coding, art, UI, and gameplay balancing. I developed custom pixel art assets and complex mechanics, ensuring a cohesive aesthetic and engaging user experience. One of the key challenges was adapting traditionally slower-paced RPG mechanics into a faster, quest-less roguelike format that maintained strategic depth and replayability.

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Additionally, I used Suno AI to generate the music and curated the tracks to complement the game’s unique atmosphere. This approach ensured that every element of the game felt integrated and purposeful. My role required adaptability and versatility, balancing numerous responsibilities while iterating on design and gameplay. Through multiple iterations and playtesting, I refined the game to create a polished final product. This project demonstrates my ability to build a compelling game from concept to completion, overcoming the challenges inherent to solo development and successfully merging nostalgic RPG elements with modern gameplay innovations.

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Key Contributions:

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  • Expectations: To create a game fully on my own, with a little help from AI for music

  • Challenges Overcome: Streamlined complex RPG mechanics into a high-tempo roguelike while preserving strategic depth and artistic consistency

  • Innovations: Designed original pixel art and dynamic combat systems while integrating AI-generated music to enhance the overall experience

  • Outcome: Evorite showcases my attention to detail and broad skill set, resulting in a distinctive roguelike that combines familiar RPG elements with modern design principles

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