MORTOR.
Hello & Welcome! I appreciate you taking a look at my portfolio. Let me tell you a little bit about myself! I am a Game Designer, with a specialty in Level Design & Gameplay Design.
I enjoy designing engaging levels, rich worldbuilding, and gameplay features. My goal is to create interesting spaces and mechanics that are interactive, engaging to players, and convey a story.
I can reach this goal because of my ability to solve problems visually, create visual scripting, iterate levels via white box, create 3D design layouts, illustrate 2D maps & diagrams, write design documentation, and work with environment artists to tell stories through content & mechanics.
Games
Whisker Witchery
Trailer
Whisker Witchery is a third-person narrative adventure game, in which the player controls a once-human apprentice who was transfigured into a rat by your rival!
After being cursed by your rival, you must navigate their witch cottage all while avoiding detection by the magic creatures within. Use your environment and potions along the way to retrieve the magical ingredients to brew a potion turning yourself human once more!
Robbin Hood Trailer
Your help is needed! A town has become obsessed with the new trend: NFTs! However, do they know about the negative, long-lasting impacts of creating NFTs and cryptocurrency mining?
In this 2D RPG, you play as Robbin, a hacker using her skills to send messages educating unknowing citizens on how NFTs are hurting their town and community.
Clockroach Prototype
Join a ragtag family of cockroaches as they scurry to repair their antique grandfather clock home in a hybrid 2.5D/3D puzzle platformer PC game.
Use the cover of night to retrieve items from the house, then return to the clock during the day to complete puzzles and repair your home. Your cockroach family is evicted if your home isn’t repaired by week’s end. The clock is ticking!
#2: Design Goals
Design Process
#1: Research
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Research similar games and/or past games if it is a franchise.
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Learn from past mistakes and/or what was success from previous titles.
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Awareness of what already exist. Create game features and/or levels unique to your title.
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Define Design Goals/Intentions - Moving forward, this keeps me on track and allows me to reflect back throughout development.
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Define Game Direction - What aesthetics are we driving? What type of game is this? What mechanics could we expect? What is the story or goal? All of these are questions I would bring up with the team.
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Brainstorming/Writing out ideas on how these goals can be achieved. What would that look like? Feel like?
#3: Documentation
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Create Design Document #1 - Overview of the game such as design pillars, MDA, functionality and visuals of levels/features, selling factors, and much more.
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Planning & 2D Visualization - Design 2D visual mockups in photoshop/illustrator to display ideas to others as well as having references for hopping in engine.
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Feedback - Get feedback and thoughts from the team and take those ideas into engine.
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Create a Gym in Engine - test certain ideas, mechanics, layouts, metrics, and materials.
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Whitebox Environment - to show how the game will be played in a more basic environment. This gives insight into the following:
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Level Flow & Layout
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Density & Space
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Colors & Materials
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Camera Placement
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Use of Player Mechanics.
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Size/Shapes & Basic Assets
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Enemy Locations, etc.
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Design Markups - Placing in those elements that I showed in the visual document in engine. That being multiple enemy encounters, patrol points, location points for moving platforms, blueprints, potions, and all that fun stuff that makes our game work.
#4: Prototype
#5: Collaboration
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Communicating & Collaborating with the whole team is crucial to success. I work closely with artists, sound designers, engineers, narrative, VFX, and more.
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Present ideas to the team and get feedback on the design so that I can improve it in further iterations. During this stage, I would show off the following to my team:
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Design Documentation
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2D mock-ups, basic prototype video
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Photo/video references of similar features/VFX/Player Feedback/Audio
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Asset requirements I would need to make it polished. This also allows others to suggest player feedback ideas that weren’t originally thought of.
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I integrate new elements into the map as they are produced (new props, VFX, sound, etc.) which better allows me to communicate problems to the team early on.
#6: Playtest & Polish
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Cycles between Iterations & Playtests until we’ve reached an overall positive experience from our players & team. This means they reach their player goals, felt challenged, prepared, and had fun in the game experience. New iterations are derived from watching playtests, team feedback, QA, and my own design thoughts.
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This is when I am swapping white-boxes with finished assets and building out our world more. Polishing areas with finished models, VFX, SFX, and lighting. Sometimes, creating new assets by combining assets and using them in a new or different way.
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This is my favorite stage because it truly brings life into the designs I have created. It allows me to take my ideas and build upon the world by utilizing assets, VFX, SFX, and more to create stunning environments that highlight the levels built. I really enjoy collaborating across teams.
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Implementing “juice” into the feature/levels!
#7: Postmortem Reflection
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After the game, levels, and/or features are published, I will reflect on ways that the development process could have been improved and where, if any, things fell short. This ensures that I have learned from the development process, and I create a more seamless approach towards the next project.
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How did I feel about the results?
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What could have been improved and how can I implement that change moving forward?
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Team feedback on my performance?
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Reviews and/or bug results?
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