Portfolio

Ardent Garden (AR)

Teacher’s Lounge Overview

In this project I interned as a designer along with three others for 89friends PTY LTD  where we designed the Ardent Garden, augmented reality, environmentally educational project to be implemented into the New South Whales school curriculum. This project was specifically designed for Kandos’ state school, where all flora/fauna were specifically tailored to the regional country town’ ecosystems.

This project was developed for 89friends PTY LTD, from 26th of September to the 14th of December, 2017.

Key technologies:

  • Google Docs
  • POP Prototyping
  • PC, iPhone

The tasks I was responsible for:

  • Flora/fauna researching and game implementation
  • Conceptualizing and design of minigames
  • Designing game personalities for reference to students
  • Virtual garden design: ecosystem mechanics, sandbox lab, lootbox system
  • Design of teacher-level features (admin abilities)
  • Augmented reality conceptualizing

Video link: 

 


Good Morning

Main-Menu Screenshot

In this project the core focus was to develop a game with the theme of ‘home’, this was a major project for my studio 2 game design unit. My primary role through the development of this project was vision holder and designer: I had come up with the initial idea for the project and oversaw that the project stayed true to that idea, along with the core architectural design, all visual effects, and UI.

This game was released in itch.io on the 1st, May, 2017.

Key technologies:

  • Unity
  • C#
  • PC, Mac

The tasks I was responsible for:

  • Architectural design of the house
  • Level layout- objective, scenery, decor placement
  • Vision holding the core idea
  • Potential narrative design for a more detailed and story-driven experience
  • Implementation and development of all visual effects
  • Game object sourcing

Game link: https://levistenton.itch.io/good-morning

 


Falling

Main-Menu Screenshot

This project was client work for an audio designer, encouraging us to work collaboratively under the guidance of someone else’s vision. Music composed by James Reynolds, the client and audio designer. This is a collaboration project that a few other designers and I worked on for an audio professional as client work.

This game was released in itch.io on the 31st, March, 2017.

Key technologies:

  • Unity
  • C#
  • PC, Mac
  • WebGL

The tasks I was responsible for:

  • Design and scripting of the UI and interactions tied to it.
  • Level layout- terrain, water, trees
  • Modelling of the terrain

Game link: https://theduniamjj.itch.io/conqueezy


Unto Dark

In-game screenshot

This game is a 1 week solo project that I developed during my Studio 2 trimester at SAE derived form of art based off of Anthony McCall’s ‘Crossing’ (featured at GOMA, Brisbane, Australia, 2017). Focused around how forms of light can represent human nature in many ways, including aging, love, and mankind not simply being bound by skin and flesh.

This game was released in itch.io on the 27th, February, 2017.

Key technologies:

  •  Unity
  • C#
  • PC, Mac

The tasks I was responsible for:

  • Level layout- objective, scenery, architecture
  • Vision holding the core idea
  • Narrative design of light vs dark through a never ending loop.
  • Implementation and development of all visual effects
  • Game object sourcing

Game link: https://levistenton.itch.io/unto-dark

 


Seen ✓

Game header

‘Seen’ is a 2 week solo project that I developed during my Studio 2 trimester at SAE focusing on a past memorable experience. I chose to try an emulate what rejection feels like through my version of ‘Facebook’ messenger while also using game feel, like screen shakes and abrupt noises, to broadcast a deeper meaning.

This game was released in itch.io on the 17th, February, 2017.

Key technologies:

  •  Unity
  • C#
  • PC, Mac

The tasks I was responsible for:

  • UI design for a 2D ‘computer screen’
  • Vision holding the core idea
  • Narrative design and all writing
  • Asset sourcing
  • Scripting of the UI and all mechanics not controlled by ‘Fungus’
  • Utilization of the ‘Fungus’ tool to control narrative

Game link: https://levistenton.itch.io/seen

 


Tempus

In-game screenshot

Our third team project, ‘Tempus’, developed during my Studio 1 trimester as our fourth project. This game is a narration-based, story-orientated, exploration game that was challenged to have the entire game set in one specific location, ours being a sky-lobby. It bridged the first gap between the cohorts and encouraged us to source outside help for development, animators, audio, and graphic design.

This game was released in itch.io on the 2nd, Dec, 2016.

Key technologies:

  •  Unity
  • C#
  • PC, Mac

The tasks I was responsible for:

  • Overall narrative and environmental envisioning
  • Writing the narrative
  • Directing the voice actors
  • Visual effects
  • A large portion of the level design

Game link: https://truth-ominous.itch.io/tempus


Blink

In-game Screenshot

This is a prototype for a concept I was thinking of turning into a game, a small personal project that I never pushed further than what is shown. Most likely wont be finished but serves as an interesting demo. The game was centered around a sphere that, when ‘blinking’ through enemies, would disintegrate parts of them based on where the sphere’s trajectory path aligned.

This game was released in itch.io on the 21st, Nov, 2016.

Key technologies:

  •  Unity
  • C#
  • PC, Mac
  • Blender

The tasks I was responsible for:

  • Game concept
  • Scripting the mechanics
  • Colour palette design
  • Level design

Game link: https://levistenton.itch.io/blink

 


Arkan

In-game screenshot

My first person fantasy arena shooter prototype, ‘Arkan’, developed for my trimester 2 scripting class. The idea was t o develop a game where the core object was to gather sufficient resources to warrant a victory with a lose state implemented as well. The game is centered around fast paced magic-based combat where the player must survive as long as they can with a variety of other spells available while collecting sufficient ‘arcane essence’, which the enemies drop, until they win.

This game was released in itch.io on the 19th, Nov, 2017.

Key technologies:

  •  Unity
  • C#
  • PC, Mac
  • Blender

The tasks I was responsible for:

  • Design of the arena
  • Scripting of all spells
  • Scripting/Design of the UI
  • Writing of the game context
  • Sourcing of assets
  • Scripting/Design of enemy AI

Game link: https://truth-ominous.itch.io/arkan