These aren't feature lists. Each card covers what I was trying to do, what went wrong, and what I changed because of it.
Mayday Racers — Unity arcade racing game, 2024–2025. The design challenge wasn't the game, it was getting 23 people to build the same one.
The outcome from the project was an almost finished project. We had run into a few issues regarding the communication between departments
which were sorted out closer to the end of the project, which heavily limited us for time. In order to deliver our final working product, we
would have to cut a lot of original content out from our initial plan. Our tutor's had given us feedback on our vertical slice which would carry on
towards the completion of our project, namely that we needed more collaboration and needed to ask for help more when it was needed while also managing
our time far better.
Overall our final collaboration project came out well, with a well designed map alongside a responsive player controller. More content would've been planned and implemented
had we had more time/learned to collaborate earlier within the project.
The Captain's Pyre — solo PSX-style horror prototype in Unreal Engine 5, 2024–2025. Create genuine dread with focus on audio and pyschological horror elements.
// Beginning environment
// Example of dialogue
// Captain's Quarter's level
// On the deck level
The outcome of the project I felt was successful though lacked as much dread as I was hoping to achieve. On first playthroughs, player's would occasionally jump at the sound of something breaking or a loud bang, keeping
them on edge. But as they reached the middle of the game, that novelty wore off, as they started to expect it more. The dread feeling had worn off and they were more interested in the dialogue rather than the gameplay itself.
Overall, the inital study was concluded as a success but I had not executed it as well as I had liked. Though this had provided me with valuable information for the future if I was to attempt a similiar project again. As noted in my
GDD, I have wrote more in depth, details of the investigation and received a high mark for the submission.
Sohvanii — PSX-style anomaly detection horror, made in one week for a university game jam. The challenge: build a complete, atmospheric experience with two people in seven days.
The outcome overall was good. We had delivered a working game from start to finish within 7 days that players enjoyed playing. We had gotten a few classmates to playtest beforehand
and iron out the major bugs but when we released it the reviews we got were good. Some players found it hard with some objects being too subtle of a change and others found it easy so we felt
that the balance had worked well in hour favour.
The lecturer who ran the jam also enjoyed it, we ended up being one of the top 3 projects being submitted due to its fun loop and simple gameplay, easy for anyone to pick up and play.
"Anyone can make a game. It takes real skill to design a fun one."
// Maxim CallaghanAll three are free to download on itch.io. Worth playing alongside the case studies if you want to see how the design decisions landed in the actual game.
Leading a 23-person team through a production cycle isn't something most students get to do. Here's what came from it.