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Portfolio

Where the fun stuff lies.
Technomandrite Codex Supplement
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University Projects

I know some don't like looking at these, but I feel not mentioning them would be a disservice to the work myself and my teams put into them.

There is no Second Year project.

(Links to each project are embedded into the image, click to open.)

The Titlescreen for Circuit Hearts
Behold, a weird Eldrich Kitten!
Circuit Hearts
Pet Peeves

First Year Project - 2022

Team Size: 11

Role: Lead Writer/Narrative Designer

Genre: Action Platformer

Third Year Project 2024-2025

Team Size: 12 (Formerly 14)

Role: Narrative Design and Implementation

Genre: Bullet-Hell, Pet Simulator

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Circuit Hearts was my first time working on a game project as a full-on writer with others, and was an understandably messy learning process by all involved. My duties during this time involved acting as the intermediary between the two other writers on the team, who had very different ideas of how the narrative should go and to ensure that both sides were heard and the best ideas were taken with as few of the downsides as possible. 

We worked using Agile Development, but being first years, it was mostly a suggestion rather than a rule.

For as much trouble as they were, we worked well together and with the rest of the team, even when the narrative very nearly got cut due to time constraints.

Pet Peeves is a, as of time of writing, ongoing project with my Third Year team. As one of only two writers, I no longer act as a intermediary and instead take a more proactive role in development, instead trying to put what myself and fellow writer into the game proper. Our team tries it's best to use and follow Agile Development, delivering a playable product each week and having daily standups in our Teams server, aswell as regular meetings with our Supervisor where we go over our progress over the last two weeks.

Despite several bumps in the road and losing two important members of the team, I still have absolute  confidence in the team and myself to deliver our unusual game proposal to the highest standard we can achieve.

(16/05/25 NOTE: THIS DID NOT AGE WELL.)

Lancer Homebrew(s)

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Lancer Homebrew Module

Genre: Turn Based Strategy, 4X

Version: 0.1

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Lancer Homebrew Setting 

Themes: Unreliable Narration, Player Agency

Version: 0.3

Lancer Tactica is a proposed set of rules for a system to run alongside the standard Lancer Tabletop Game. Allowing players to take place in large or small scale dynamic conflicts that has real stakes and real threats, rather than being placed in pre-constructed encounters loosely connected by story beats.

This Module aimed to reduce reliance on the Game Master, allowing players to take a more active role in the story and campaign. Players would move across a Hexagonal Grid Map towards one or more control hexes, fighting enemy defenses, units and other opponents depending on the map type, modifiers and enemy units present. As players would push towards the enemy's control hexes, so too would their opponents, and such players would have to fortify their territory whilst taking from the opponent.

Battles involving the Player Character or Characters take place using the traditional lancer Battle System, whilst battles between 'AI' opponents is resolved using a mixture of Force Power, a value added to opponents based on stats, role and any other modifiers present plus a bit of luck.

I would like to return to the system and finish it, aswell as try it out with some friends of mine, but I am currently rather busy.

Lancer: Phantom of Ivira was my last Foray into Lancer as a system for reasons that will remain undisclosed and was supposed to act as a major shakeup of the fomula that my players had grown used to, putting pressure on them to work things out for themselves, to only leave them clues and half-truths, allowing them to come to their own conclusions and have more agency as players.

 

You can see this reflected in the Phantom of Ivira document, as the entire thing is written very obviously pushing the "Dissenters" as the typical villainy of the story, when in the GM's book, the one I had that contained details the players version did not have, was far more nuanced and neutral. This aimed to give players a Predisposition to being at odds with the Dissenters, or perhaps having them realize just how aggressively they were being painted as the antagonists and wonder why.

Player Agency dug into many elements of Phantom of Ivira, with the 'backgrounds' of the setting being both a brief outline of what they are, but also a handful of questions for anyone picking that origin, questions that would make them think more deeply about their character, meaning that even if every player picked the same Origin, they'd all (hopefully) have very different characters, motivations and personalities.

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