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About

Neon Revolt is a retro Hitman-style movement FPS where you enter a level with custom gear, eliminate your target, and make your escape. Whether you prefer sneaking through the shadows or going in guns blazing, the choice is entirely yours!

Project Breakdown

Tasks

My main focus area so far in this project has been developing the movement system. This includes:

 

  • A physically based slide dependent on the steepness of the floor and the velocity of the player. 

  • A omnidirectional dash inspired by Doom Eternal.

  • The ability to wall run and wall jump from any flat or curved wall.

  • The ability to vault any ledge.


Taking heavy inspiration from the movement in Valves Deadlock these abilities are designed to work in unison and be chained together creating an extremely high skill ceiling.

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About

Imagine Cow Evolution, slime rancher and Nintendo's Time on frog island mixed together in a roguelite top down highscore game about hunting down and combining wild slime creatures to increase your score.

Tasks

Project Breakdown

  • Game Jam created during 48h

  • 3 devs. Developed togehter with:

  • Engine: Unreal

  • ​Platform: PC (Support for controller)

  • Winner of "Best Gameplay "

Focusing more on game design and technical design.

  • Player mechanics

  • Player power ups

  • Picking up and dropping items

  • Slime combination and evolution system.

  • Slime spawning logic

  • Scoring system

  • Main menu and game UI

 

After the game jam, I continued refining the game by squashing bugs, polishing mechanics, and enhancing overall gameplay. Things I added where:

  • A physics-based slide

  • A Mario-like ground pound that creates a super slide on slanted surfaces

  • A Guitar Hero-inspired combo meter that grants a temporary speed buff and score multiplier when combining slimes rapidly

  • A grind mechanic allowing players to slide along fences, reminiscent of arcade skating games

  • A complete settings menu built using the Common UI plugin

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About

Soulmates is a turnbased isometric puzzle game inspired by Lara Croft Go and Ilomilo, where you play as two seperated lovers. 

Project Breakdown

  • 5 Weeks Halftime

  • 3 Level Designers, 6 Programmers, 4 3D Artists, 2 Procedural Artists

  • Engine: Unity

  • ​Platform: Mobile

  • Voted "TGA Game of the Year" by the students of TGA.

"Polished and fleshed out mechanics, taught diegetically through cleverly designed puzzles following a balanced difficulty curve"

Winner of student competition hosted by Google

Reflections

This project reignited my love for creating puzzles. During the first few weeks, I couldn't think about anything else, constantly coming up with different puzzle concepts and evaluating whether they would work or not. My hour-long commute to school gave me plenty of time to let my mind wander and sketch out ideas on paper. During pre-production, I developed three distinct puzzle game concepts and pitched them to the group during a brainstorming session. This sparked even more ideas, ultimately leading to the core concept of Soulmates.

 

I think the best puzzles come from simple mechanics rather than complicated ones. The challenge should come from how those mechanics are used in creative ways, not from making them overly complex. When every mechanic interacts with each other, it opens up endless possibilities for unique and engaging puzzles. All Soulmates’ mechanics are designed to be able to interact with each other in different ways allowing for very creative puzzle design.

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About

Root of Evil is a 2D platformer inspired by Celeste, where you are a cursed alchemist trying to protect your forest. Jump, dash, and grab walls to avoid danger and clear obstacles on your way to finding a cure at the heart of the forest!

Project Breakdown

  • 12 Weeks Halftime

  • 3 Level Designers, 6 Programmers, 4 Artists, 3 Procedural Artists

  • Engine: The Game Engine (TGA Inhouse engine)

  • Level Editor: Unity

  • ​Platform: PC (support for controller)

Reflections

This was by far the most iterative and communicationally demanding project I've ever had the pleasure to work on. This was the entire team's first time working in a custom made and unfinished engine, meaning a lot of time and effort went into creating a working pipeline and communicating how to create the game we wanted to make.

In this project I took on a little bit more technical role developing the tools and level design pipeline to ensure a effective level design work flow. By reading up on and utilizing Unity's rule tile plug in I was able to set up an automatic tile palette, following a set of rules to fit our level design needs. This resulted in much faster level creation, which gave us more time to playtest and iterate.

I was responsible for the creation of the tutorial level, level 1 and level 2. Level 2 was originally not my responsibility but due to some mishaps I had to step in help. Creating these levels thought me a lot about teaching player hard-to-master mechanics and balancing a difficulty curve. The goal was to hit the perfect middle ground where the levels challenge the player to force them to learn whilst simultaneously not being to difficult making the player rage quit. This proved to be very hard but through hours of playtesting and iteration I reached a result I am truly happy with. A challenging game that is easy to learn and hard to master, encouraging you to speed run it and race the ghost of your best time! 

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About

An endless runner inspired by Subway Surfers where you play as a beaver hunted by a deep sea monster through a long narrow river.

Project Breakdown

  • 7 Weeks Halftime

  • 3 Level Designers, 6 Programmers, 4 Artists, 2 Procedural Artists

  • Engine: Unity

  • ​Platform: PC

Reflections

This was my first ever group project and a learned a lot about cross disciplinary communication and game design.  Taking the role of lead level designer I was responsible for level and player metrics, game balancing as well as the creation of level 2 and level 3. I was also part of the environment taskforce helping defining the look and feel of the game.

The biggest lesson I am taking away from this project is balancing difficulty and the importance of playtesting.

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About

Carl off Duty is a top down adventure inspired by Tunic where you play as an old retired frog warrior enjoying retirement, when suddenly your land gets infested by a gang of unfriendly rodents 

Reflections

Project Breakdown

  • 6 Weeks Halftime

  • 3 Level Designers, 6 Programmers, 4 Artists

  • Engine: The Game Engine (TGA Inhouse engine)

  • Level Editor: Unity

  • ​Platform: PC (support for controller)

Taking the role of lead level designer, I was responsible for designing the interconnected world and main player path. Inspired by the world design of Tunic, I wanted the game to feel like an explorable open world while still following a general main path. The idea was to show the player future areas before they acquired the tools to explore them, invoking curiosity and player agency to seek out the necessary means for progression. This design also encouraged backtracking and reusing areas as much as possible, and to enhance this experience, I incorporated plenty of level loops and unlockable shortcuts.

When planning the world, I aimed for a vast feel while ensuring that as the game progressed, the player would gradually develop a mental map that made the world seem smaller. One technique was to have players suddenly reenter already explored spaces from a different angle, making them think, "Oh, I'm back here." For example, exiting the swamp and arriving at your home again, now with the bow and arrow, the ability to lower fall bridges, and access to the Pine Woods. Another example is when exiting the Pine Woods and arriving at the crossway between the Meadow Forest and the Swamp, where the player can choose which way to backtrack home. At this point, having unlocked every weapon, the player experiences the satisfaction of easily defeating enemies they once struggled with in the earlier areas of the game.

During production, I primarily worked on the Meadow Forest and helped design and set dress the Swamp. As part of the environment task force, I contributed to the visuals and overall readability of the areas.

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About

B.O.O.M. is a boomer shooter inspired by old school Doom where the robots have decided to eradicate all of humanity by setting of a bio nuclear missile. You play as a dual lever action wielding badass who's mission is to breach the robot facility, destroy every robot in your path and prevent the extermination of mankind.

Project Breakdown

  • 15 Weeks Halftime

  • 3 Level Designers, 6 Programmers, 4 Artists, 2 Procedural Artists

  • Engine: Custom, developed during the project

  • Level Editor: Unity

  • ​Platform: PC

Reflections

This project taught me a lot about maintaining a manageable scope and supporting other disciplines by finding creative workarounds and compromises. While mainly working on Level 3, I designed the playable areas to maximize usage by structuring each combat arena more like a race track, encouraging the player to snake through as much of the space as possible. 

Since the game is built around fast-paced, Quake-like movement, I expected speedrunning to become a major part of the experience, adding significant replayability. To support this, I created multiple player paths to suit different playstyles. Each large room includes a route for players who want to eliminate every enemy, as well as a shorter path that rewards skillful movement and time-saving jumps, offering a different kind of challenge.

Elliot Celion

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd.

 

Any internship offers can be made on May 5th, at the earliest.

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