My GamesMy Games
AnnaBelle
Pitch: A narrative puzzle game in which players need to establish Anna's innocence in an identity switch scheme.
Engine: Unity, C#
Other Software: Ink (Inkle)(dialogue system), Unity (3D modeling), Photoshop CC (2D art & assets), Gencraft (AI photographs)
My Roles: All (solo developer)
Timespan: July - November 2023 (≈5 months)
Brief: This game was developed as part of my final Game Design Masters degree submission.
Sugar Burn
Pitch: A narrative game about the destructive processes behind perfectionism, displayed via the art of candy making.
Engine: Unity, C#
Other Software: Photoshop CC (2D art & assets)
My roles: All (solo developer)
Timespan: April - June 2023 (≈3 months)
Brief: This game was developed as part of my MA Games Design course.
The Exorcist
Pitch: A VR narrative and combat game inspired by Japanese and Chinese ghost stories.
Engine: Unity, C#
Other Software: Asana (production), GitHub (version control)
My roles: Producer, level designer, programming, systems designer, assistant narrative designer
Team: Game designer Mo Wang, VR designers Sowilo Xiong and Kiana Liang, VFX desginer Shiqi (Will) Ma, sound design by Yilun Song
Timespan: January - March 2023 (≈3 months)
Brief: This game was developed as part of my MA Games Design course.
No country for
Pitch: A branching twine narrative about generational conflicts and miscommunication.
Engine: Twine
Other Software: n/a
My Roles: All (solo developer)
Timespan: December 2022 (≈1 week)
Brief: This game was developed for a game jam as part of my MA Games Design course.
Draft 15
Pitch: A platformer in which players change platform colliders and resolve "glitches" to clear levels.
Engine: Unity, C#
Other Software: Photoshop CC (2D art & assets, sprite sheets)
My Roles: All (solo developer)
Timespan: December 2021 - June 2022 (≈6 months)
Brief: This game was developed as part of my final BA Game Design degree submission.
Nomination: This game was nominated for the UK Games Education Awards 2022 in the category The Creative Assembly Best Student Game 2022.
https://tiga.org/news/the-bees-knees-tiga-reveals-shortlist-for-uk-games-education-awards-2022
Netted
Pitch: A short puzzle game in which players must use quick reflexes to move their pawn through the level in “net-like” patterns.
Engine: Unity, C#
Other Software: n/a
My Roles: All (solo developer)
Timespan: late 2021 (≈1 week)
Brief: This game was developed in response to a game jam brief as part of my BA Games Design course.
London Bus stop model
Pitch: 3D models of a realistic and an apocalyptic London bus stop & surroundings.
Engine: Unity, C#
Other Software: Maya (3D modeling, UV mapping), Photoshop CC (creating textures, 2D graphics), Unity (texturing, lighting)
My Roles: All (solo developer)
Timespan: early - mid 2021 (≈4 months)
Brief: This game was developed as part of my BA Games Design course.
Lights Off
Pitch: An endless runner-style game in which players must switch off the lights!
Engine: Unity, C#
Other Software: Photoshop CC (2D art & assets), Asana (production)
My Roles: All (solo developer)
Timespan: (≈4 months)
Brief: This game was developed as part of my BA Games Design course.
Shush
Pitch: A narrative puzzle game in which players need to establish Anna's innocence in an identity switch scheme.
Engine: Unity, C#
Other Software: Photoshop CC (2D art & assets, UI), Asana (production)
My Roles: Producer, UI designer, level designer, mechanics & systems designer, programmer for non-player mechanics
Team: Game designer Louis-Sasha Tailleux, Louis Schots, Charlie
Timespan: This game was developed in late 2020 to early 2021 (≈3 months) by a team of four designers as part of BA Games Design course.
Timespan: late 2020 to early 2021 (≈3 months)
Brief: This game was developed as part of my BA Games Design course.
I am your Teddy
Pitch: A narrative platformer about a lost teddy bear trying to return to its owner.
Engine: Unity, C#
Other Software: Asana (production)
My Roles: Producer, level designer, mechanics & systems designer, programmer
Team: Game designer Louis Schots, Animator Felix Cheng
Timespan: late 2020 - early 2021 (≈4 months)
Brief: This game was developed as part of my BA Games Design course.