
Background
Solo Designer
+ External Collaborator Management
(TEMPORAL, a spiritual successor to Chrono)
A solo design project to act as my demonstration of my capabilities as a designer, artist and technical coder,
all in one neat beefy package.
Temporal is a Platformer Puzzler with Time & Space Manipulation Mechanics.
My High Concept
You explore a dystopian steampunk-esque world, stealing artifacts from an elite ruling class to build the Arbiter, a gun which bends space & time to your will.
"Upon the light shines; a path emerges."
DEMO TEASER
TECH + GAMEPLAY + PILLARS
project. TEMPORAL (Coming Soon)

AESTHETICS
project. TAS (2020)
Background | Solo Designer + 3D Asset Management
(The Abstract Space, later known as STATIC)
A collaborative work from myself and a team of 3D Students in which I was Project Lead.
I set out to create a abstract interactive story involving themes of abuse, substance addiction and death.
My Concept
Experiences & Memories of the protagonist are visually represented through a dream-like world.
"Glitches seeping through; showing fragments of a broken man."

project. ZONE (2020)
Background | Project Lead
A collaborative work from myself and a team of Game Design Students I led, creating a EVE IP Project with a heavy focus on navigating a ship with a grapple mechanic.
My Contribution
As the lead of the project, I implemented the mechanics from scratch in unity and created the world space.
I worked with my colleagues to extract level segment ideation and provided critical feedback in order to guide this process.
"10/10 Makes you feel like spiderman"
TECH + GAMEPLAY

TECH + GAMEPLAY
Background | Effectively a Solo Project
A first year project where I got to flex my coding and architectural white boxing skills and set the course for my fascination with physics based puzzle design.
The Project
I designed and constructed a vertical slice of gameplay, showing the concept as if the player were a few levels already into the game.
This included creating the gameplay mechanics from scratch, allowing players to pick up and throw objects, and freeze any moving object in space and time temporarily
project. CHRONO
(2019)

GAMEPLAY + AESTHETICS
Background | Solo Project
My First Project at MDX, a point and click adventure game.
My Concept
Find yourself in a world which appears abandoned, subject to the decaying nature of time. You attempt to escape the 3 rooms that entrap you by solving puzzles only to find what world awaits you outside.
Released under the title "after world."
project. Oblivion
(2018)

holistic
designer at heart
GAMEPLAY
AESTHETICS
TECH
PILLARS
My projects speak for myself, however this is still here.
What kind of designer am I?
I work on projects from all aspects, from their narrative and high concept to the low level and technical implementation, hence the self designated title 'holistic designer'.
I'm extremely comfortable working in and creating white-box environments from my own paper prototype designs and I love to reflect on design flaws in my projects through the insight gained from play-testers.
I have an interest in MMORPG typical elements, physics puzzlers and combat systems.
My process as a designer is further highlighted in my individual project pages. Check them out below.
Currently a 3rd Year Games Design Student at Middlesex University.
I've worked on multiple solo projects and in multiple team projects as the project leader and in charge of team management.
I'm proficient in:
Unity (C#), Python and Java.
Photoshop, Excel, Trello Board Management.
Relevant Degrees:
(A) Computer Science A-Level.
(A) Economics AS-Level.
(C) Physics A-Level.
(A) Mathematics GCSE.
(B) English Literature GCSE.
All Projects
Do not hesitate to contact me to discuss a possible project or to learn more about my work.
Richard E Boorman (2020)