Game Design
Here are some of my game design charts and graphs. I like visually mapping out ideas as well as writing them down. Here are some of my design philosophies:
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Its important to get everyone on the same page
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Make designs that strongly tie back to your core pillars
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Make sure everyone's voices are heard, we are all making the game we should be passionate about it
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Communicate your struggles and progress to receive feedback
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Have fun
Projects
Pieces
MJ:HSGF

Jungle Gym

Capstone project
Teach kids about their emotions, emotional intelligence and that their actions have consequences.
Worked with the CYC program
- Miro, Godot
3rd year project
Parody of gacha games mixed with idle game.
- Unity, Miro, Confluence
2nd year project
As a safety regulation monkey check if the jungle gym park is safe to open
- Unity, Miro, Jira
Pieces
Pieces, it is a story-rich exploration game on PC featuring 2D isometric gameplay. Since we are taking part in the CYC collaboration, our target audience are kids aged 8 - 12. Pieces is about being a colourless person in a world full of colours. Players interact with NPCs to see how their choices shape them, becoming more colorful with each interaction.
Role: Game Designer, Programmer
Engine: Godot
Genre: Narrative, 2D Puzzle, Educational
Type: Visual Novel, Fill in the grid
Team Size: 5
Why: Capstone project
From Sept 2025 - July 2026
Will be attending level up!

Contributions
Engaging Kids
Problem: How do we engage kids to our game
Considerations: Our game isn't like the big 3 kids games (Fortnite, Minecraft, Roblox), Need to take individual aspects to why they are successful
Solution: Add Keepsake pets that kids will want to collect and remember.
Turn sound on
Disconnect With main Character's Emotions
Problem: Play testers had an issue with the way we were presenting the character's emotion
Considerations: Needed to keep the colour changing, its a big part of what makes the game unique. Have a way to show more emotions.
Solution: Make the character's star show individual colour
Turn sound on
Colour Wheel
Iterations

Then I made a design we could use with multiple emotions

Another simplification

Then I narrowed the emotions down

Then I made a design we could use with multiple emotions
Here is an idea I had for a colour blind mode.

Finally I changed them to be more of a complementary colours making it easier to remember

Lessons Learned:
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Getting feedback from play testers and teammates is such an invaluable asset.
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So many things I had overlooked or thought people would differentiate
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Players are learning everything for the first time and having a small thing like different shades of blue is something that could go unnoticed.

My starting colours and emotions. I wanted more but I didn't want to over scope so early on
Then I made another one with different colours. They didn't fit our colour aesthetic and calm and sad were too similar. The diagram is for a grid rule we may not use

Mayor JUbilee: Heavenly Star Girls Festival
MJ:HSGF is a story-based gacha simulator where the player takes the role of Jubilee, the meek and gullible mayor of a small town called Summersville. The mayor is tasked with the upkeep and repair of the town, that is until Heavenly StarGirls Corp. appears suddenly one day, advertising their brand new gacha game, Heavenly StarGirls Festival. Mayor Jubilee must now decide... is the town worth the trouble? Or is the call of the beautiful, yet elusive Star Girls too powerful?
Role: Game Designer, 3D modeling, UI Assets
Engine: Unity
Genre: Idle, Gacha
Team Size: 5
Why: 3rd year game design project
From Sept 2024 - April 2025

Contributions
Presentation / Pitch
Feedback and Playtesting
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I wanted standard idle and gacha games.
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Playtesting taught there was no consequences to ignoring the town.
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Funding the town was a good investment
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I thought they would feel bad automatically for not funding the town.
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They would also hoard their money then buy all the figures.
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I needed risk and engagement for the town
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Can't just be a money printing machine
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Must tie back to our theme
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Give players choice through gameplay
HealthCare System
Considerations
Problem
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Add healthcare system
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Players have to return to town to fund it
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If not funded town happiness goes down
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Cost scales exponentially
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This affects the ending


Plan
Result
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Players would at first hard focus the town
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When players got comfortable (after 2 or 3 funds) they would start gacha
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Eventually forget to fund the healthcare
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They would see the large funding cost
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Instead of focusing on the healthcare players would give up on it and continue buying gacha



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Always got a StarGirl on every purchase
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Players wouldn't see much value of the gacha characters
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Even with low chances of collecting all they would quickly collect them all
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Wouldn't engage much with them.
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Needed to be difficult to collect them all
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They had to feel special
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Had to engage player enough for them to distract players from the town
Gacha Engagement
Considerations
Problem
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Add fodder characters
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They would have a higher chance of being pulled on most buys
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Had to be less eventful and detailed than the StarGirls
Plan
Result
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Players were more motivated with this change
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Players would spend more time trying to get more characters than helping the town




Jungle Gym
Role: Game Designer, 3D modeling, Level Design
Engine: Unity
Genre: 3D platformer
Type: Collect-a-thon, physics
Team Size: 4
Why: 2rd year game design project
From Jan 2024 - April 2024
Jungle Gym is a 3D platformer. In this game, you play as a monkey who is a world-renowned safety inspector visiting a place called The Jungle Gym to ensure that all the attractions are safe for the public. To set the game apart we've placed the main movement mechanic to be rolling. The game will feature a centralized hub that branches off to multiple unique levels. With this structure, the player has agency over their experience.

Contributions
Telemetry Data
Clipboard
What I looked for


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Times when a clipboard was collected
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Averages between each clipboard collected
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See if any of them were taking too long
Discovered
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Discovered that the behind the waterfall and Midway Savana clipboards were difficult to find
Why?

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Besides inconvenient placing
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No way to track your progress overall and in each level
Additions / Changes
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I planned to add a tracker to tell players how many clipboards in each zone
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As well as in the pause menu it would show all of their progress













