Project type: Commercial

Commercial projects I’ve worked on.

Fallout 4 – The Pint-Sized Slasher

Images by Bethesda Game Studios

Who hasn’t heard the story of The Pint-Sized Slasher, the tiny terror of suburbia? Whether it’s his frightful clown mask or his signature chef’s knife, having become one of the more popular legends in American folklore. Some believe the Pint-Sized Slasher only a myth, though the bodies tell a different story. Quest created by Thomas “Otellino” Mitchell

Creation Club Store description, courtesy of Bethesda Game Studios

The Pint-Sized Slasher is my first Creation as part of Bethesda Game Studios’ Creation Club. I initially pitched the project because I saw an artist created the Pint-Sized Slasher Outfit and Knife assets, and I realized I had an opportunity to create a fun quest to go along with those assets that contained subtle homages to Fallout 3, where the Pint-Sized Slasher first makes an appearance.

The project saw me working in the Creation Kit (Bethesda Game Studios’ SDK for Fallout 4) as well as scripting in Papyrus (Fallout 4’s text-based scripting language) and collaborating with other Creation Club Creators, balancing the clothing and the weapon, performing mild level design to implement NPCs and quest content, writing and implementing the quest, and scripting a boss fight with unique mechanics.

Additionally I worked alongside a production schedule, submitting an Alpha and Beta prior to delivering the final product while also working with Bethesda Game Studios’ Quality Assurance and internal development pipelines.

Overview of Work

  • Pitched the original project to Bethesda Game Studios
  • Iterated on the pitch after going through feedback rounds
  • Balanced stats for the Pint-Sized Slasher Outfit & Knife
  • Implemented weapon modifications for the Pint-Sized Slasher Knife
  • Designed and implemented unique gameplay effects for the Outfit & Knife
  • Designed and scripted the quest “A Pint-Sized Problem” that culminates in the player acquiring the equipment
  • Designed and scripted unique mechanics for the fight against the Pint-Sized Slasher to serve as an interesting boss fight, wherein when certain conditions are completed the Pint-Sized Slasher will vanish in a cloud of confetti, the position behind the player is calculated, and the Pint-Sized Slasher will re-appear there, ambushing them.
  • Wrote and implemented a first pass of all letters, notes and terminal entries
  • Iterated on and fixed bugs as reported by Bethesda Game Studios Quality Assurance

Platform: PC, Xbox One, Playstation 4, Fallout: 4
Release Date: 6th December 2018
Role: Designer
Tools Used: Creation Kit SDK, Sublime Text 3

Available for purchase in the Fallout 4 Creation-Club in-game store for 400 Creation-Club Credits.

Distant Kingdoms

Early Access launch trailer courtesy of Kasedo Games.

A unique blend of City Building, Social Management, Exploration and Adventure gameplay, Distant Kingdoms brings a rich fantasy world to life. Help the Humans, Dwarves, Elves and Orcs of Talam, begin anew in the fabled land of Ineron.

Steam store page overview

Distant Kingdoms is an ambitious socio-economic City Builder set in a medieval high-fantasy world with rich lore. A complex game where the player must satisfy the complex needs of their population, manage  production chains and explore an unfamiliar and hostile new world.

As part of my role as Lead Game Designer – and then Design Director – my day to day included planning and implementing new game features adhering to an internal roadmap, iterating on and re-scoping features to meet deadlines as dictated by production and the publishers, and ensuring the team were up to date on the game’s vision and direction at all times.

In addition, I created UI wireframes and flowcharts, and provided technical specifications to the programmers as well as asset lists to the art team to support its implementation. I also iterated on the game’s UX with feedback from the team, in particular the art lead.

It was important to me that the team felt they had a say in the game’s features, and I always maintained an open floor for suggestions and concerns. If a suggestion wasn’t workable I’d sit down with the developer in question and explained why we wouldn’t be able to take it forward – inversely if a suggestion was taken on board, I ensured the developer received all due credit and thanks.

After the game’s launch into Early Access, I monitored players’ reactions to the game, identified pain points and worked with the publisher to modify the roadmap as necessary, allowing us to pivot and remedy said pain points.

Overview of Work

Design

  • Principal vision holder, ensuring the team was in sync with the overall goals of the project
  • Created the original high-level design of the game
  • Wrote and maintained extensive design documentation, including art and audio asset lists, wireframes and technical spec documents
  • Shared responsibilities with the Narrative Designer to create a rich, vibrant new IP
  • Wrote and implemented numerous lines of dialogue, events and the tutorial
  • Designed, implemented and iterated on the game’s maps

Scripting

  • Worked with the Lead Programmer to set out the requirements for the creation of a proprietary text-based scripting language
  • Created an in-house Syntax Highlighting + Snippet extension for use with Microsoft VS Code to work with the propietary scripting language
  • Implemented hundreds of lines of dialogue, events, modifiers and other elements of game logic using the proprietary scripting language

Platform: PC
Publisher: Kasedo Games
Release Date: April 29th 2021
Role: Design Director
Tools Used: Unity3D, World Creator 2, VSCode, Microsoft Excel, Adobe Photoshop

The Legacy

Join Sam, a time travelling explorer from the future, as they try to piece together the Life and Legacy of Andrew Carnegie, turn of the 20th century entrepreneur and philanthropist.

Game synopsis

The Legacy was created as part of a university module called Professional Projects, in which teams of 8 consisting of artists, programmers and designers are assembled and given a brief from an external client to work on. Our client was the Andrew Carnegie Birthplace Museum in Dunfermline, who wanted us to design a game to go along a teaching module they were developing to teach about Andrew Carnegie’s work and life in Scottish schools.

This was my first professional work experience, where I learned to work with Source Control, participate in design meetings to pitch and critique ideas and maintain communications with the client. My responsibilities consisted of maintaining the asset list for the artists to work off of, as well as the design documentation. Additionally, I designed multiple game systems, performed extensive iteration and created multiple paper prototypes.

Students would explore various locations relevant to Andrew Carnegie, and gather clues about what he did. Players used these clues to answer questions and advance to other areas, with educational minigames relevant to Carnegie also present.

Overview of Work

  • Pre-Production
    • Created multiple paper prototypes of different game systems to pitch to the client
  • Design
    • Created and maintained the asset list and design documentation (And later, the internal wiki)
    • Designed multiple game systems, a minigame, and implemented various levels

Platform: Android, iOS
Role: Lead designer, systems design, 3d modeling
Duration: 10+ months
Tools Used: Unity, 3Ds Maya, PlasticSCM, Slack, MediaWiki

EVERYWHERE

Everywhere logo.

There are those who want to use this technology to advantage only themselves, and those who want to use it to help all humankind. Will we look to the stars? Or stare only at our feet? Will we be inspired? Or live in fear?

Game synopsis

EVERYWHERE is currently under development and not much regarding the game has been made public. Please go to the game’s website for further information.

Overview of Work

  • Implemented and updated missions in line with the writer and director’s visions, adhering to narrative design documents
  • Iterated on various missions and script-based game logic to optimise the codebase and improve performance
  • Prototyped major changes to the game’s mission structure, working closely with department leads to ensure it matched the director’s specifications
  • Trained team members on how to work within feature frameworks I created and wrote up supporting documentation to avoid knowledge siloing

Platform: To be announced
Role: Gameplay Scripter (Missions Team)
Duration: 1+ years
Tools Used: Unreal Engine 4, Lumberyard, VS Code