Grab a jetpack and make some mayhem in this hilarious new game from Halfbrick. This game has received dozens of awards, and is one of the hottest games on the app store.

I am currently the principle designer for Jetpack Joyride, and am responsible for designing gameplay and content updates. The first major gameplay change I created was the introduction of a dynamic mission generation system, boosting the game’s long-term playability.

My duties include:

  • Designing gameplay and content updates for a live game.
  • Tuning and maintaining a virtual economy.
  • Working with a small group of coders and artists in a self-directed team.

Auto Hustle is a new concept in Facebook games. The goal of this project was to move away from the standard model of Facebook social games and introduce traditional gameplay elements to the platform. Thus Auto Hustle contains shooting, driving, stealing cars, and an exciting story with hundreds of lines of dialogue.

Working as lead game designer and managing a small team of developers, my duties included:

  • Producing and maintaining design documents
  • Game design, from level creation to balancing character statistics
  • Designing and maintaining a virtual economy
  • Analysing game performance metrics and designing revisions accordingly
  • Deploying regular updates to a live project

Auto Hustle is played by over 1 million users each month, and was the fastest growing game on Facebook in May 2011 gaining over 300,000 users in one week.

The smash hit iPhone game that rocked the world. Swipe your finger across the screen to slash the fruit. Don’t let any fall!

Working with another designer, I collaborated on the development of the original design. I created gameplay prototypes to to refine the concept during the preproduction. My duties included:

  • Prototyping design concepts
  • Designing game structure and flow
  • Designing a unique and engaging menu system
  • Producing design documents
  • Adhering to an agile development methodology using Scrum.

Fruit Ninja has been downloaded over 25 million times worldwide

“Fruit Ninja is fun, fun, fun. It’s an instant pleasure.”

- IGN.com

“Halfbrick did what they set out to do: create an exceptional game that can provide endless hours of fun for anyone – gamer or not..”

- buzzfocus.com

 

Watch the Rocket Racing trailer

Rocket Racing is a futuristic 2D racer developed by Halfbrick and released on the PSP Minis platform.  Rocket Racing is all about being smooth and fast.  Execute a perfect slide around a bend and you will not only earn points, but you will receive a speed boost that will most likely launch you into first place.

Working with one other designer, I had responsibilities in all stages of development from pre-production to final submission to Sony.  These responsibilities included:

  • Prototyping design concepts
  • Designing game structure and flow
  • Designing levels and challenges
  • Designing and implementing a Flash-based menu system
  • Producing design documents
  • Adhering to an agile development methodology using Scrum.

Rocket Racing was initially developed for XBox Live Indie Games.  A new and vastly improved version was released early 2010 for PSP Minis

Blast off is an addictive puzzle game for the iPhone. Steer your ship around planets to collect all the stranded astronauts before you run out of air or fuel.

I was brought onto the Blast Off team in the final stages of development and was responsible for designing the game’s menu system. The final menu is a sleek, simple design perfectly suited for the iPhone’s touch-screen interface.

I also created a series of simple iconic tutorial messages to help new players learn how to play.

Train Conductor is an iPhone game made by The Voxel Agents, up-and-coming developers from Melbourne. Connect trains to the correct track to avoid collisions and collect points.

Working as a level artist, I was responsible for designing the visual style for all the environments in the game. The first draft of each level was hand-sketched by me before being inserted into the game.

“It’s almost as good looking as Flight Control, if not better…”

- No dpad

“Train Conductor looks beautiful”

- DIY Gamer

Marvel Super Hero Squad DS is a platform brawler developed by Halfbrick and published by THQ.

“…there’s something in this game that proves Halfbrick has some serious talent.”

- IGN

Working with in a two-person design team, from the beginning of production to the final submission to Nintendo, I played a critical role in all aspects of game design.  My responsibilities included:

  • Character design and balancing
  • Level design
  • Menu and UI design
  • Producing design documents
  • Adhering to an agile development methodology using Scrum.

See Marvel Super Hero Squad in action (French).

Marvel Super Hero Squad DS was released in October 2009.

Videos of this game are quite rare as it was overshadowed by the Wii version.  However here is a French-language review that shows of quite a bit of gameplay.

Once Upon a Stormy Night gameplay footage

Once Upon a Stormy Night was an entry in the 48hr game making challenge in 2009.

Work as a team to survive as long as you can in the creepy woods. Red Riding Hood has a magical lantern that can zap the wood creatures, but it requires power harvested by The Giant. In exchange for power, The Giant receives health from Red Riding Hood. Neither can survive without the other.

Once Upon a Stormy Night was developed in a team of 6 individuals over just 48 hours.

Download Once Upon a Stormy Night (Windows, 18 MB, Requires 2 Xbox controllers)

Watch the Melonaut trailer

Melonaut was the winning entry for the national 48hr game making challenge in 2007.

Melonaut is a game of skill and strategy. Harvest melons to earn points and to use as ammunition, and harness the planet’s seasonal cycle to your advantage

Melonaut was developed in a team of 6 individuals over 48 hours.

Download Melonaut (Windows, 33 Mb, Requires 2 Xbox controllers)

This is not a computer game, but a good old-fashioned pen-and-paper game.  It’s like Tic Tac Toe, only better.

How to Play

Draw a 7 x 7 grid, and then shade out the centre square.  Each player then takes turns placing his/her symbol in each square.   The winner is the first player to complete a line of 4.  However a player can not place their symbol in the centre square, and can only place their symbol in a square that is adjacent to either the centre square, or one with a symbol in it.

Win the game by creating a line of 4.

Saigon (2 Player)