Marvel: Avengers Alliance 2, Marvel: Avengers Alliance 1, Atomic Pachinko, Roller Coaster Rampage
Author: Keith
Skills
Soft Skills: {Game, System, and Content Design, Team leadership and management, Gameplay, Production pipeline}; Hard Skills: {Unity, Google Scripts, C#, Python, Photoshop, InDesign, After Effects, Confluence, JIRA, SVN, GIT};
Marvel: Avengers Alliance
Title: Game Designer { Game Type: F2P, JRPG, Facebook, Spreadsheet Editor (Flash as renderer) };
Marvel: Avengers Alliance 2
Title: Game Designer { Game Type: F2P, JRPG, Mobile, Custom Editor (Unity as renderer) };
Prototypes
Prototypes as proof of concept for games or as standalone experiments.
Technical
My background in technical skills primarily involves scripting languages such as python, C#, and Java script in conjunction with some form of editor or IDE. I'm comfortable using visual scripting languages such as Kismet or blueprint but prefer text based scripting.
Atomic Pachinko
Title: Game Designer { Game Type: F2P, Action Puzzler, Mobile, Unity Editor w/ Custom Tools};
Chained
Title: Producer{ Game Type: Poetic Experience, 2.5d Platformer, PC, Unity 3D};
The Lost Age
Title: Chief Creative { Game Type: Analog Tactical RPG};
The Lost Age Character Sheets
The Lost Age Character Sheet This is a character sheet for my Tabletop RPG (TRPG), built in Indesign over many iterations. Initial iterations were built to contain necessary information for combat, and while some thought was given to placement and use these where primarily functional sheets. As I continued to playtest and tweak the games … Continue reading The Lost Age Character Sheets
M:AA Auto Format Script
Marvel Avengers alliance had a robust if complicated and opaque system for creating in combat effects, which we called statuses. After working on the project for ~1 year I unilaterally decided to create a data validated, auto format script to boil down the 25 pages of documentation to function in the sheet. It was a simple … Continue reading M:AA Auto Format Script
M:AA 2 Spec Op Feature Revamp
Revamp Spec Op Document (unreleased) When I was tasked with implementing Spec Op 3 I was trusted with doing a major revamp and simplification of the design process, energy economy, quest crumbs, completion incentives, new gameplay and UI to support it, and lifting KPI's. I created the initial doc and then sought buy in from stake holders … Continue reading M:AA 2 Spec Op Feature Revamp