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Pyros Tower

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Project Learnings

Pyros Tower was our first long period game project. In this project, we were asked to create an Isometric game that had to relate on ASCII maps. 

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In this project, we worked with an agile workflow and priorities rapid iteration. Using our ASCII map editor, we created over 100 levels that we then iterated down to about 25 levels. 

 

This project taught me about signalling and designing systems. Since one of my main duties was to create the puzzle system and figuring out how to make it understandable.

Pyro's tower is an isometric turn-based puzzle. In this game, the player has to overcome puzzles by utilizing the ability to shoot fireballs. The game also features a map editor based on ASCII-maps

Project Specs

Time Frame: 8 Weeks

Team Size: 5

Role: Designer, Producer

Platforms: Windows, Mac

The Depth Hold

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The Depth Hold takes place in the depths of the ocean. Experience what the great unknown has to offer with this equally beautiful and horrifying vista that will surely leave you in awe.  

Project Specs

Time Frame: 5 Weeks (On-Going)

Team Size: 2

Role: Designer

Platforms: Oculus Quest

Contractor: Liminal VR

Project Learnings

This experience was a project contracted to us by Liminal VR for their Liminal project. They tasked us with creating an experience that would induce awe in the player using the Oculus Go.

 

This project taught me about the psychology behind our senses, like sound and visuals and how they play into our perception of things.

 

I also got first-hand experience in dealing with hardware limitations. Working with the Oculus Go specs which included a lot of limitations, forced us to really have every choice in mind and made us innovate in our approach when crafting the experience.     

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