Hey all, In this post I wanted to show some small updates, work/life has been bust this past couple of…
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BioShock – Level design project – Update #1
Hi everyone, Just a quick video update which updates my progress so far. Jump and crouch To address the design…
BioShock – Level design project – Lighthouse
Hello there, In this post I’ll be briefly going through some of the static meshes that I modeled for the…
BioShock – Level design project – Planning
Hi everyone, In this post I’ll be going through my research, planning and timeline creation. Level Design Research I began…
BioShock – Level Design Project – Reference
Around 6 years ago I began working on an idea for a personal level design project based on the original…
Alto’s Flow – Investigating flow states in Alto’s Adventure
I’ve recently been catching up on playing some hyper casual games I’ve had on my list and a few in…
Between Subjectivity and Flourishing: Creativity and Game Design as Existential Meaning
Although its been a tough ride, I’m really proud of getting my academic game design article published to go along…
Designing for meaningfulness – Player freedom and prototyping exploration mechanics
Greetings, I thought I’d give a quick update on the development of Los and go over some of my thinking…
Lockdown, childcare and learning to re-draw
Like most parents during this strange time we’ve all been through extremely trying times. Its been an incredibly difficult time…
Anchored to the world: Saving the game – Part 2
This is the second part of a series that details my design thought process of a save system and describes…