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Glory

FOLLOWS VIRTUE AS IF IT WERE ITS SHADOW

Content overview

Boccia Champions

During my time at university, I have been a producer on three different projects, the most notable of these three being Boccia Champions; our 3rd year interdisciplinary professional project. It focused on creating a simulation of a Paralympic sport with the intention of making it as accessible to as wide a range of people as possible. The project went on to be covered in newspapers locally and nationally and won an award in a competition. It has since been published and ready for the public to download.

Control Schemes (Keyboard, Mouse & Acces

A Taxonomy of Accessible Standards - Considerations for the Disabled Gamer: 4th Year Honours Project

Accessibility is a consideration that is or is not made by developers during development. Computer games are software with the purpose of entertaining or challenging an audience that continues to evolve. However, development studios are repeatedly omitting crucial design choices that relate to users with disabilities. As a result of this, gamers with disabilities are either completely excluded from the ability to participate, or participate with increased difficulty as they cannot adequately perform as the game demands.

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This project explores how and why these accessibility considerations are being ignored, and why they are still an issue that urgently needs considering. With regards to genre, platforms and company; the project highlights the poor implementation of accessible options, explores why it is important, and how to meaningfully adapt software effectively. There is no universal solution for every problem; however there is much overlap between persistent issues.

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The analysis of several games over the last two decades will allow for trends to be identified in computer games development to pinpoint the commonalities associated with poor accessible design. With notable causes identified, appropriate measures can be taken to improve the quality of accessibility standards that are followed by developers in the industry, leading to improved software products overall and an improved user experience for disabled players.

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Boccia Chapions
Honours Project

Hero Cube! - Gameplay Prototyping

Gameplay Prototyping was a module that tasked us to document the continous design and development of a game concept as a greyboxed idea with workable code and design conceptualisation that could be used to show a dev team the premise of a product. 

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The module focused on programming and communicating ideas and then reflecting on what went well and what could be improved upon. 

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Hero Cube!

The project took an old game and expanded on what it did with more complex coding and more ideas. The full blog with the chronicled development can be viewed for a greater understanding of the project.

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Museum of Aviation

Museum of Aviation - Imperial War Museum Game Jam

A two-day game jam which challenged us to create a game that was educational and engaging about aircraft used during the Cold War, proposed by the museum of Duxford.


Once more, I took on a producer/team leader role with a side in audio creation and designer. The game was great fun to make, and a testament to what the team can manage, even in such a short space of time! The game focuses on re-creating the museum in a 1990s aesthetic and guiding users around the exhibits.

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Revitalising Kargar - Global Game Jam 2020

Revitalising Kargar

I participated in the 2020 Global Game Jam. As the name implies, it was an event occurring all across the world; with teams developing their games with a set theme in mind.

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The GGJ's theme was "Repair" and teams were given creative freedom to interpret that as they wished and make something. I signed on as the team leader and producer of Flying Aardvarks once again, with mostly the same team due to participate.

 

As a result of various unfortunate coincidences, the team found itself halved with only three team members. With no art, no audio and only 48 hours to make something, the team took a very different approach to the theme, and created something that played to our strengths. 

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Cyborg Beginnings

Cyborg Beginnings

During second year, I also worked on a project that involved students from two of the academic disciplines only, within our school. Whilst there wasn't a producer role as such, the team leader was responsible for allotting tasks and keeping the team on track; so therefore much the same thing. When our team leader vanished for several weeks in a row and things started to break down, I took up the mantle of providing guidance and assigning tasks. It was like a soft introduction to production for me, and definitely helped with the role of being a producer for real come third year.

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ABOUT ME

Abou Me

Personal Background

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Grew up with a Sega Mega Drive and Playstation; and later a Nintendo DS. Had a love and passion for games ever since childhood, and a love for narrative and creativity. Making up narratives to go along with games, or making levels for fun are two great joys of mine.

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Professional and Academic Interests

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Dedicated and exuberant graduate with production, design, coding and art experience looking for an active and engaging team development role in related fields; with keen interests in team leading, narrative design and accessibility considerations.

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