Did someone say game design?
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My name is Bryan Willy, a game designer currently getting my Bachelor's of Arts in Game Design at DigiPen Institute of Technology. My strongest role on teams is generally as a lead or creative director when I can exert my wide range of skills to help the team in as many branches as possible.
That's not to say I am the dictator of the team and vision by any means. I prefer to be the glue that holds everyone's view of the project together and shapes it into a cohesive whole. I'm able to perform this role because I really love pretty much every side of the development process. I love getting my hands dirty with the code of the game and can work side by side with Kali, Joshua and Charles to develop any game-play we need alongside them. I'm REALLY into spatial design and Sci-Fi art and can communicate with our artists and even create some of my own assets for the project. I have a strong musical background to work with Eric and Grey that eases communication to a very two way process. I'm pretty much happiest when I can just go and do anything we might need on the project. My approach to development I can best describe as Mechanics > Polish. "Where is the fun?" is a term I throw at a project until I find it. I am the kind of designer that would far rather have a very ugly, game that has strong engagement and is fun, then a very pretty game that feels good but doesn't really hold your attention. I generally have the attitude that you can always polish a game later, but trying to make a polished game more fun is a far more difficult process.
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Solo Projects
Backfire is a solo project I created focusing on competition. It started with an initial idea of having a competitive game with ricocheting bullets as the main mechanic. Oddly enough I originally pictured it as having a more strategic and methodical pacing rather than the action paced, high intensity gameplay I ended up with. Testing revealed that people preferred a high mobility style which lent itself against being able to accurately predict your enemy.
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Cube Commando started out as a pitch I had made to a 4-man team for a year long project. After we decided to go for a less mechanical driven game I shelved the idea. Later, despite the scope I decided to go ahead and take a crack at it as a solo project and Cube Commando was born. A game where you fly around in space, blowing up ships from the inside-out, with decompression effects, and laser beams included.
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Team Projects
MoonFall was a team project I worked on with a team of two other designers in the Fall 2014/Spring 2015 semesters. I was both the team's Lead Designer and Technical Specialist, switching between combining all three of our vision of the game the best I could into a coherent whole, while scripting the majority of the game in Python.
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Design Work
Map Creation Project
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Pathfinder Module |