Game Design/Development
About Me
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I hail from the head of the Canadian technology triangle: Waterloo
As per school, I am currently located just outside Toronto
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I love FPS/TPS games, and can't get over the thrill of Lawbreakers.
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If you would like to see more examples of my work (such as proofs of concept, level designs, documentation experience, I have a larger portfolio as well. I also regularly post flashy game dev gifs to Twitter.
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Growing up, only building toys held my interest. I had a great deal of free time and those kinds of toys could offer many hours of entertainment. My younger brother grew tired of how open-ended those toys were and often requested to play board games with me. However, when we would play those games, I grew bored quickly and began introducing new rule sets that suited my tastes better.
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Eight years ago, my parents enrolled me in a Visual Basic game-programming course. I learned how to code Donkey Kong. I also learned VB is terrible for coding games. I began to come up with ideas for console games that could never be handled by my skills at the time. I enrolled for a second year. Still couldn’t make games that matched my vision for them.
The next year, I joined a community wiki for video game ideas. I wrote up a few ideas, but it still took way more time than I found acceptable. I ended up writing giant lists of game ideas based on assorted inspirations.
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Eventually, I found a bachelor program that seemed to promise a mix of art and programming for games, with a focus on figuring out all of the aspects of the game without necessarily having to do everything by oneself. I learned Unity and finally found a way to have my ideas for games exist for myself and others to play. I have also found that I love fixing and reworking other people’s ideas just as much fun as creating my own.
Backstory
A racing game with time trials and multiplayer. A piece of gum parkours its way through a busy city. The city features different regions and multiple AI types that each has a different favorite region. Cars and pedestrians are supposed to be much faster methods of getting through the city, but aren't perfectly predictable.
This proof of concept combines a full Tower Defense game with an uncontrollable cat, by theming it as a tabletop game. ​ The capsules try to make it from the top left to the lower right. The player places walls to delay the capsules, and places towers to attack them. The player's cat causes chaos and adds unpredictability to the game.
A racing game with time trials and multiplayer. A piece of gum parkours its way through a busy city. The city features different regions and multiple AI types that each has a different favorite region. Cars and pedestrians are supposed to be much faster methods of getting through the city, but aren't perfectly predictable.