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HTML5 Games

HTML5 Games

Games created using a custom HTML5 framework built on Haxe, all developed under my leadership as Lead Designer and Producer.

As team lead on all internal and client projects, I spearhead development from writing the RFP to pitch the initial concept, to defining every aspect of the project within a GDD, to communicating with the team through every milestone, ensuring a shared understanding and solid execution of each title.

Batman - Street force

A Batman themed top-down shooter inspired by Spy Hunter.

Following pre-production on Street Force, I was responsible for building up each level of this game with obstacle assets and defining enemy attack patterns. I was also responsible for tuning level difficulty, implementing additional art and balancing level score which determines the player's star rating from alpha to final gold submission.

  • Platform: HTML5/web

  • Genre: Top-Down Shooter

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Implementing and placing obstacles for level design using xml

    • Placing power-ups and health pick ups

    • Defining and implementing enemy spawn patterns

    • Tuning level difficulty

    • Tuning score for level star rating

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management



       

Scooby Doo - Monster Truck

A Scooby-Doo themed 2D side scroll car physics game inspired by Hill Climb Racer.

My main focus during the GDD phase of this game was on describing the different elements that made up the truck as this would dictate the trucks upgrades.

Once we hit alpha I started tuning vehicle physics values and defined each environments distance goals. From alpha through gold delivery I took care of how the truck felt while driving by adjust values in the xml and balancing how the truck upgrades effect truck-handling when driving through each environment. 

Due to the how the level environments were generated I had to work with the lead engineer on clearly defining and balancing level difficulty. This involved how steep hills would become as the player advanced through the levels based on upgrades the player had purchased for the truck.

  • Platform: HTML5/web

  • Genre: 2D side scrolling car physics game

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Defining each part of the truck from chassis to wheel grip

    • Vehicle physics tuning

    • Tuning level difficulty

    • Defining distance goals

    • Balancing score and coin placement

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management

Phineas and Ferb - Droid masters

A Phineas and Ferb themed Rube Goldberg/Incredible Machines inspired game.

At the GDD phase of this game I wanted to make sure the engineers had a very clear idea of what the levels were going to consist of due to the abstract nature of the genre. For this reason I created designs in Photoshop for each level with detailed explanations of how each level worked.

After 1st Playable I was responsible for creating the levels I had mocked up in the GDD. To create the levels I used a tile sheet editor called Tiled which the engineers had integrated into our game engine. 

Following alpha I was responsible for tuning each level for difficulty and balance up to the gold submission.

  • Platform: HTML5/web

  • Genre: Rube Goldberg/Incredible Machine

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Placing level art and engineer created game objects to build each level

    • Tuning level difficulty

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management

DC super hero girls - flight school

This game is a DC Super Hero Girls themed 2D side scrolling infinite flyer inspired by Jet Pack Joyride.

Going into alpha from 1st playable I was responsible for creating the environment chunks that are seen in the game.

Each chunk was built using sprite sheets in a tile editor. This involved laying out tiles and  placing game objects. These game objects defined the start and the end of each chunk, power-up placement, coin placement and collision.

After alpha was complete I continued to tune each environment chunk for an optimal gameplay experience including adjusting platform placement, length of each chunk, power-up placement and coin placement. I was also responsible for tuning the prices of the upgrade store. Up through gold I additionally audited each chunk to identify gameplay related bugs that dealt with the level chunks themselves. 

  • Platform: HTML5/web

  • Genre: 2D side scrolling infinite flyer

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Placing level art and engineer created game objects to build environment chunk

    • Collectible power-up and coin placement

    • Tuning level difficulty

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management

Justice league - nuclear resCUE

A Justice League themed 2D side scrolling puzzle platformer inspired by Lost Vikings.

After kicking off this project, I was responsible for level tuning and balance. Levels were built from sprite sheets in a tile editor. After play testing and receiving client feedback, I would go into each level to: adjust enemy placement, build out the rest of each level using level art tiles, puzzle game object position, add additional game objects to finish puzzles, adjust position/amount of obstacle and adjust collision. I kept tuning levels based on internal and client feedback up to final project delivery.

  • Platform: HTML5/web

  • Genre: 2D side scroll platformer

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Level tuning and balance

    • Placing level art and engineer created game objects to build each level

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management




       

Barbie star light adventure

A space-flight simulation and adventure game inspired by the space exploration genre.

Star Light Adventure consists of 4 different levels, each with of two different gameplay experiences: over world space exploration and a music mini-game. The minigame was triggered once exploration gameplay objectives were achieved.

During the space exploration portion the player is tasked with finding crystals throughout space to recharge the energy of a dying star. There are multiple types of obstacles scattered throughout the map. If the players ship comes into contact with any of these obstacles they lose collected crystals. Once all crystals are collected and deposited at the star the level complete music mini-game is triggered. 

The music mini-game uses stems from the Star Light movie provided by the client. The player must collect as many of the colored dots as possible before the time limit runs out.

  • Platform: HTML5/web

  • Genre: Isometric space exploration

  • Responsibilities

    • Technical Documentation: RFP & GDD

    • Front end wireframes and mockups

    • Level setup that included: placing crystals, obstacles,  and defining meteorite obstacle paths

    • Defined how particles should emit for engineers to implement in the music mni-game

    • Listened to each audio track and defined in xml when particle systems should trigger in tune with the minigame songs

    • Tuning level difficulty

    • Client communication

    • Inter-team communication

    • Milestone scheduling

    • Internal QA testing

    • QA database management

 

For the following games I was responsible for a varity of different aspects of each games developement. From writting RFPs and GDDs to game design, level design, level balance, front end wire frame mock-ups, play testing, bug reporting and handling client feedback/communication.