Game Designer
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Junkers: Some Assembly Required

 
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All the strategy… in half the time!

 
 
 
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Junkers: Some Assembly Required

Junkers: Some Assembly Required is a hybrid CCG/strategy game developed by a team of 13 graduate students over 8 months between January of 2015 to August of 2015, at which time we successfully published the game to the iPad App Store.

I served as the Lead Designer on the team, leading a team of 4 designers and driving the design vision of the project throughout it’s development period. Inheriting a pitch “demo” of the game idea, I was responsible for translating that rough concept into a streamlined mobile experience, delivering the complete CCG/strategy game experience (our internal descriptor was X-Com Jr. meets Hearthstone) in game sessions that were targeted to be 20 minutes or less.

My contributions to the game’s design included fleshing out core mechanics and systems such as unit movement, attacking, abilities & card designs, and card activation in-game. For the first couple months of the project as we fleshed out our vertical slice and iterated on our core game experience, I documented these systems using visual one-page documents (see some examples below!) that could be easily deciphered by engineers and artists to help bring those systems to life.

Later in the project I became more involved in the layout design of not only the actual field of play but also in laying out the surrounding arena and all of its various props, first by using proxy assets I created in Maya, then integrating final 3D assets created by the artists on the team. I was responsible for creating a performant game level within Unity, which I accomplished by combining the entire scene into a unified mesh and baking the lighting information. This provided the boost we needed to get the game running well enough on the iPad to pass Apple’s certification.

Outside of the realm of design, becoming involved with the art pipeline in this way led me to finding a more efficient way to import new art assets into the game as needed, reducing our integration time from ~90 minutes per asset down to 15. I was also responsible for setting up the animation state-machines for all player-controllable units and implementing visual polish elements such as blob shadows to increase visual fidelity. I even had the opportunity to modify a built-in Unity shader by disabling backface culling in order to properly display some of our simplest 3D assets. This had a negligible hit on performance, meaning no rework was needed on those assets.

This project required me to perform the duties of several disciplines ranging from technical design, to technical art, level design, systems design, creative leadership and more, and proved to be an incredible first step on my game development career journey.


Screenshots

 
 

One-page Design Examples

 
 

Florida Interactive Entertainment Academy

Junkers: Some Assembly Required served as the capstone project for my Master’s Degree at the University of Central Florida’s Florida Interactive Entertainment Academy (FIEA). FIEA’s capstone projects span 8+ months, encompassing the entirety of the second and third semesters (Spring and Summer) of the 16-month program. These projects are designed to closely emulate working in a real studio environment, with the 10+ student teams responsible for taking their game (or demo) from concept to completion during that time, including greenlight presentations, milestone presentations, internal & external playtests, and even the possibility of having your project cut if it’s not meeting expectations (those students are then moved onto other teams). To top it all off, Junkers won 2nd place for overall best capstone game in the program’s history during FIEA’s 10th anniversary celebration.

FIEA has placed within the top 5 game development programs in the nation according to the Princeton Review for nearly its entire 15-year history. As of 2020, the graduate program was ranked no. 1 in the nation and now boasts over 700 graduates at over 230 companies in the gaming, simulation, and theme park space.

 
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