Project Breakdown

below you will find a breakdown of my highlighted work on the game. It has been divided into three sections.

Design

Programming

& Narrative

This breakdown is excluding the production and management aspects of my job on the vortex team.

 

Design

Gameplay Pillars

 

Movement

Movement is the primary pillar that we utilize to keep our players engaged and on their toes. We achieve this pillar through fast moving projectiles and pinpoint accuracy from the enemies, forcing the player to be consistently on the move to avoid being hit. On top of this, movement has been expanded onto every surface with the game’s primary mechanic, gravity manipulation.

Movement Pillar Examples

Vulnerability

In order to achieve maximum tension, players must always be aware of their own fragility. Mistakes in Vortex are costly to players, and combat has been designed to continually remind players of this vulnerability. This is done to heighten the emotional payoff when players triumph against the odds stacked against them, as we’ve seen in games such as Hotline Miami and Dark Souls.

Vulnerability Pillar Examples

Intelligent Play

Everything in Vortex is built around what I call intelligent play. This design philosophy was created to address the issues found within the shooter genre where players' intellectual capacity is often overlooked and underscored by the genres intense focus on testing physical / reactionary prowess. As a result of this, player’s don’t feel smart in a lot of games. Intelligent play is our solution.

Intelligent Play Examples

 
 

Playtesting

 

Programming

Selected Work

 

Gravity Based Movement

The most notable mechanic of Vortex is the gravity swapping ability. The original prototype for Vortex was in Unreal but upon deciding to transition to Unity it took me two weeks to reimplement this mechanic.

Enemy Behaviors

All enemies were designed, prototyped, and iterated on by yours truly! This work covered everything from the enemy’s individual behaviors to their group dynamics. Whether it be the shield enemy’s ranged laser beams or the sheer suppressive firepower of the groups of standard enemies, all are designed to work as a cohesive team to apply pressure onto the player in different ways. Enemies usually were prototyped within less than a day to a week.

Non-Euclidean Geometry

Non-Euclidean geometry is an essential tool for the narrative toolkit for Vortex. This mechanic was built as a tool to artistically portray surrealism and elements of dissociative mental health disorders. Prototyped within two weeks.

 

 

 

Narrative

Story and Direction

 

exploring Mental Health

From its conception, Vortex set out to explore the mental health of a protagonist engaging in violence that would normally be glamourized by other media. To do this, we ground our work in psychological research and utilize techniques from works of film surrealism by directors such as David Lynch and Ingmar Bergman. By applying this surrealistic lens to our exploration of mental health and violence, we can create a cohesive ludo-narrative experience that accurately portrays mental health issues in a respectful and humanizing manner.

Examining Violence

Violence in media and especially games is something that is constantly overlooked and glamourized. It is often portrayed as black and white, ethical within the realms of the story and never pursued further. Heroes stay heroes and we never are treated to the full repercussions of violent actions. Our goal with Vortex was to craft a story that challenges this convention by looking at a more realistic and grounded portrayal of violence. We are working to craft an experience that explores the ethics, morals, and long lasting ramifications of violence on not only those directly involved but those who were affected indirectly as well.

 

Scene Writing Example

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