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Pawn's Gambit

Date

May 2025

Project Manager:

Here I was responsible for both the game concept and managing the level's scope and features. I worked to keep the team focused and steered their work towards systems and features that fit the game's vision. I was responsible for approving any and all assets and functions that appear in the final game.

Lead Level Designer

Worked on the most levels for the final project. Of the twenty levels currently in the game, nine were created by me. I worked to both design the layouts of each level and worked on art passing the levels I made.

Additional programming

I programmed the enemy AI for this project using a simple finite state machine that interacts with the Unity NavMesh system for pathfinding. System utilises DOT products to check enemy sightlines for the player and enact behaviours based upon that status. Behaviours can vary between agnostic actions that any enemy could use and specific behaviours required by special enemies.

Pawn's Gambit is a project developed over the course of a school year, approximately eight months, with a team of five student developers. This team include Seth Hoskins, Zach Duncan, Ben Slaven, Jackson Neill, and myself.

Pawn's Gambit is a speedrun shooter where you play as a Pawn making your way through differently themed worlds. You use weapon cards, each of which has a unique movement ability, to progress through the levels as quickly as possible while defeating enemies that are placed throughout each level.

Included on this page is a short breakdown of my roles on the team and screenshots of some of the levels I worked on.

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