Rise of the Rōnin
As a freelance game tester, I spent time at Sony Interactive Entertainment London playtesting AAA PS5 title Rise of the Rōnin. This role involved providing extensive feedback on levels, mechanics, and narrative design, as well as being part of in-depth interviews with the Research & Development team.
The Thing That Follows
Winner of the MDX Game Jam 2019, 'The Thing That Follows' is an online multiplayer game inspired by Mitchell's 2014 horror film 'It Follows'. Created during my first year of BA Game Design, a small team of three game designers and two animation & design students produced the work over the course of four days.
The large map had four players playing a twisted game of tag to pass the monster chasing them onto the next player, and an expansive sewer system beneath the map that involved a swimming and depleting oxygen mechanic.
For this project, I was responsible for level design (from paper prototypes to implementation involving assets), mechanics design, and some programming. Made in Unity, with assets made in Blender and Autodesk Maya.
Available to play at: https://alexinparis.itch.io/thethingthatfollows
Flâner
Independently developed as part of my final year project, I here intended to create a vertical slice of my original concept 'Flâner' - a third-person, slice-of-life game set in a petite town along the French Riviera.
Created in Unity, using various elements from the Cinemachine plug-in, with assets made in Blender. View the gameplay and developer log videos to the left and its accompanying design document to the right.
Til Death Do Us Part
This group project – a collaboration between myself, several Game Design students and several VFX and 3D Design students – is a walking simulator from the perspective of an abused woman dragging her husband’s body through snowy woods whilst evading the police. Although the project started in Unity, we eventually moved over to Unreal Engine 4.
For this project, I was responsible for the concept, level design, and some programming. Notably, the different local and global volumes - initially through the High Definition Render Pipeline (HDRP) - used to create atmosphere (e.g. types of fog, lighting) were my responsibility.
I later adapted this narrative into part of a short story during my postgraduate studies, and it can be read in the Writing section of this portfolio.
Children of the Sunflower
Created independently using Twine, 'Children of the Sunflower' is a dialogue-driven game where the player must make choices and progress through the story using only dialogue options.
Its rough demo is available to play at: https://alexinparis.itch.io/children-of-the-sunflower
Children in the Code
Created during the MDX Game Jam 2020, this online multiplayer adventure game was made over the course of four days with a team of just three, including myself. Made over 'lock-down', all of the work was completed remotely, and so we each became much more accustomed to using GitHub and GitKraken.
With its unique story-driven gameplay, three players are required to complete various puzzles.
For this project, I was responsible for level design and narrative design.
Wall-E & The Wondrous Adventures of Mo and More
Independently developed during my first year of Game Design, this game was designed to fit as part of the Wall-E franchise, taking inspiration from notable 2011 Disney title 'Disney Universe' my professor had previously worked on.
The 2.5D puzzle platformer uses the M.O.P – a block that can change height that the player must push around – for puzzle completion and progression.
Tlazolteol
Independently designed and developed for my very first university project using AGS, this game was made for the brief of ‘London’. Taking inspiration from various exhibitions on show at the British Museum at the time, and in turn celebrating the diversity of London itself, the player must solve an array of puzzles pertaining to a variety of cultures.
For this project, I created art for each location and asset using Adobe Photoshop and even composed an original backing track using Magix Music Maker 2015.
Reconnect
Role: level design, map design, and programming
Ghost Town
Independent Development
A World on Fire
Role: level design and map implementation
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