HOME
PROJECTS CV ABOUT ME & CONTACT

SS14 Map: Xeno Station

This map for the game Space Station 14 is my first full station, designed around the theme of an alien spaceship having been recently taken over by the player corporation. It features custom art assets, unique layouts and a design philosophy of making every in-game department have a twist on normal gameplay. Overall it’s meant to convey a sense of being out of place and adapting to an unfamiliar environment, while still ensuring that gameplay runs smoothly for both new and experienced players alike.

Some key design features:

– Corridors and maintenance paths use unconventional layouts, featuring more turns and tighter hallways than normal. This is offset by having plenty of signage to assist in navigation, as well as clearly marked-out map spots. Getting from point A to point B faster may involve taking shortcuts through maintenance tunnels, allowing for more experienced players to learn the layout and optimize movement.

– The Medical department is unusually split up, with the Chemistry sub-department physically disconnected from the main Medical Bay. To offset this there is a protected disposals pipe network that allows travel between Medbay and Chemistry, and Chemistry is given a small mini-bay to assist with treatment and encourage interactions with crew (which is especially suitable since Chemistry is next to Cargo, which will likely have injured Salvage Specialists travelling through).

– The Anti-Matter Engine is located in the wide open space between Science and Medical. Other stations keep it in an enclosed space inside of Engineering to hinder sabotage, but by having it in such an open area this ends up being balanced by the fact it’s now too public to sabotage. This is also offset by Engineering’s other main power generator, the Singularity/Tesla generator, being pre-setup meaning they can quickly transition to stronger energy should they need to.

– Security’s Permanent Confinement features a unique feature by having the room consist of only 3 walls; the fourth one is instead made up of a containment field, usually reserved for Singularity/Tesla containment. Turns out this works very well for containing prisoners too!

– The maintenance tunnels to the far east of the station contains a section that is blocked off via barricades. Inside, a map-unique alien mob named “Lone Praetorian” stalks a dark labyrinth. It’s intentionally not lethal and provides a speed-boost upon hit to help a player encountering it escape, but the fact it is inside of a dark section of the map means it’s very effective at causing jumpscares for unsuspecting players.

These are but a few of the design choices made for the map. During playtesting it has consistently ranked in the top-half of the map pool and has been seen as a fun and exciting addition to the game.

GMTK Team Finder

I got the chance to be the UX Lead on the GMTK Game Jam 2021 Team Finder, a website where game jam (game development contest) participants could find people to form a team. The application was created within 6 weeks with the help of a team of six people, with my responsibility being the front-end UI and UX design along with another team member. For the project I created mock-ups of various UI elements and then implemented them into the site. The site featured a team list, register, FAQ and admin page.

The Team Finder ended up with cirka 1400 created teams and almost 100,000 back-end queries. The site was well received by both jam organizers and users, and there are plans to further develop it for the 2022 game jam.

Wyvern Techwear

A collaboration with one of my friends specializing in graphics design. The aim of the project was to create a 3D model for a techwear facemask. After iterating through various sketches we settled on what we called the “Wyvern” pattern, which we refined into a more functional look. I used the concept art to create a 3D model in Fusion 360 and brought it over into Blender for part adjustments.

Rickenbacker 4001

A prop Rickenbacker 4001 created in MDF and poplar. The buttons are 3D-printed and fret markers made in resin.

Created for an unfinished FLCL Canti cosplay. Unfortunately it is unplayable, but at least the strings are real (if busted)!

Yhorm The Giant

Photoshop of my Yhorm The Giant cosplay.

Used a combination of light adjustment, spot healing, layer effects as well as smoke and glow effects.