GAME DESIGNER
VINCE ELLERY
A self-motivated Game Designer equipped with principles and interactive design. Experienced in various retail and service roles, demonstrating strong leadership, problem-solving, and customer engagement skills. Proven ability to adapt quickly, manage multiple tasks efficiently, and collaborate effectively within team environments. Passionate about leveraging game design skills in a creative and dynamic setting.
"Swap POP" is a dynamic multiplayer party game for 2-8 players that I have designed and developed. In this engaging game, one player acts as the Block Player, controlling blocks that fall from above, while the other players, known as Balloons, attempt to dodge these blocks. If a block hits a Balloon, the roles are swapped, and the game continues with this exciting twist."Swap POP" draws significant inspiration from Tetris, adding a unique multiplayer twist to the classic gameplay. This connection adds a familiar yet fresh element that fans of both new and retro games will likely enjoy.The game includes a variety of modes such as Race Upward, Race Sideward, First Touch Wins, Last Touch Wins, Soccer, and Press and Protect. Each mode offers unique challenges and strategies, making "Swap POP" a versatile and entertaining choice for party game enthusiasts.
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"Limbs" is a chaotic multiplayer fighting game for 2-4 players, where participants engage in combat by literally throwing their arms and legs at opponents. Each player, known as a "Meathead," can mix and match different heads and bodies for customization and utilizes limbs as both weapons and mobility tools. Losing limbs affects gameplay, as missing arms reduce attack capability and missing legs decrease movement accuracy. Limbs that hit an opponent will return, while missed throws leave them vulnerable for enemies to pick up. The goal is to win as many rounds as possible by depleting opponents' health.In developing this game, I was responsible for creating the background art wallpapers and assets, enhancing the visual experience and atmosphere of each level. Additionally, I took on the role of level designer, crafting engaging and strategic environments that complement the unique mechanics of limb-based combat.
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Cloud Out" is a narrative-driven walking simulator that uses humor and oddity to engage players in a unique first-person experience. Developed in Unreal Engine 4 for Game Jam 2024 with the theme "Make Me Laugh," the game revolves around a patient who begins a therapy session but quickly zones out into a whimsical, surreal world called "Clouds".As the player navigates through various memories and humorous scenarios, they encounter a series of mechanics including platforming, AI interactions, and the ability to pick up and throw objects, heavily utilizing physics.The core mechanic is finding and going through doors, each leading to different levels filled with challenges and funny twists. The ultimate goal is to complete the therapy session, with the twist ending revealing that the therapy was actually a conversation with a homeless man in an alley, not a therapist.In developing "Cloud Out," I served as the lead game designer, level designer, task manager, and environment designer playing a crucial role in shaping the game's design and mechanics.
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In "Steadville," a resource management game, players take on the challenge of allocating resources effectively to prepare for impending attacks from two conflicting nations. The gameplay involves interacting with a variety of characters, solving their problems, and finding solutions to ensure the survival of the town.As the UI Lead Designer, my role was crucial in developing the game's interface, which was a central aspect of gameplay. The UI design needed to be intuitive and efficient, allowing players to easily manage resources and make strategic decisions quickly. This involvement was key to facilitating player engagement and ensuring the smooth operation of game mechanics in a title where user interface plays a vital role.
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"Slippy Track" is a 2-player racing game reminiscent of "Mario Kart." This project marked one of my first experiences in collaborative scripting and development, where I played a crucial role in crafting and scripting the UI/UX, managing the game's audio, and designing the levels. The game emphasizes skill and strategic maneuvering, providing an engaging challenge for players.I was responsible for creating all the timer UI, managing the tracking of laps, designing the minimap, configuring the dual canvas system, setting up the cameras, and arranging the lighting. These contributions were crucial in ensuring that "Slippy Track" not only functioned smoothly but also provided a captivating and immersive gaming experience. Through these efforts, I effectively shaped the game's audiovisual elements and gameplay mechanics, making it a dynamic and engaging title for players.
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In "Faith's Room," I focused on the story of the main character grappling with a traumatic past that led them into a state of isolation. Set in a surreal, dream-like environment inspired by Junji Ito, the game unfolds through a series of rooms that represent the character's mental state.I defined item variables, set up behavioral triggers, and handled pathing to ensure that the narrative progressed smoothly through player interactions and environmental clues.This game, one of the first narrative games I've created, explores deep themes of guilt, identity distortion, and the psychological impact of trauma, culminating in a twist where the main character realizes they are not the victim, but the perpetrator of their twin's death.This revelation changes the context of earlier clues and interactions, leading to a climactic conclusion in a psychiatric ward. My role was crucial in crafting this immersive narrative experience, leveraging my newly learned skills in Bitsy to drive the game's psychological narrative forward. The game also includes elements of puzzle-solving, which enhance the interactive and engaging nature of the narrative. I developed this game with two other classmates/friends, collaborating to bring our shared vision to life.
(MADE WITH BITSY)