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Novel Tactics Entry

Novel Tactics

Novel Tactics is a turn-based strategy game on which I was the team lead, lead scripter, and game designer on, in which the player follows a narrator through various stages of life. The player experiences this through the books that the narrator reads, which are presented in the form of turn-based encounters, using characters that the narrator has imagined from previous texts. The game covers six total themes, with 5+ levels per theme. This project is currently on hiatus, but expect more content about it soon.

GalaCollider

GalaCollider is a game currently in development by NeoCrux Ltd. to which I was contracted as a developer. The project is being created in Unity, and has been in development for several years. I worked on this project from march of 2016 through october of 2017.

If you are interested in this title, please visit its website at:

www.galacollider.com

Tintswap

Tintswap is a small prototype that I designed with the intention of demoing a novel approach to an existing puzzle archetype. In Tintswap, the player's goal is to solve the puzzle by unscrambling the grid to match the image on the right. The player does this by activating the squares, each color has an associated pattern, and will swap the adjacent squares relative to that pattern.

Additionally, I added a level editor so that players could design and play their own levels.

All elements of this game were created and implemented by me, including the game design, scripts, implementation, UI, etc.

Feel free to try it using the download button below.

A Hiro's Quest for Hair

Hiro's Quest is a 2D platformer in the traditional sense. It's being created in Unity by myself through my studio Anachronism Games. This is an experiment, but also a test for me. I am not only doing all the design work, but all art assets, programming, music and sound effects, marketing, and other required elements are also being done by me.

 

Currently the scope of the game expands to three worlds, consisting of five levels each. The game will follow a simple narrative, and be focused on having comfortable and enjoyable gameplay, attempting to eliminate some of the common frustrations that arise in modern platforming.

The Isle of Doubt

This was a project for World Building at Full Sail University. I led a small team of three other developers in creating this level, which includes seamless transitions between each of our individually designed areas. We focused on quick pacing, distinct mechanics from area to area, and a reasonably polished user experience.

 

This game was created in just two weeks.

 

Click the image above to watch the team's video walkthrough submission, or click download below to try it for yourself.

De_Finagle

Finagle was an experiment that I started in the winter of 2014. My goal was to change the standard of play in Counter-Strike, while still preserving the archetypes that players have come to rely on recognizing to enjoy a map competitively. The way in which I accomplished this was by establishing multiple points of choice in each movement around the area. The terrorist team, for example, have eleven possible options for how to approach and attack the bombsites. This is far more than a standard map, like dust2, which only provides up to three options per site, and that is excluding methods that would take the terrorist team through CT controlled portions of the level.

 

While I think I was successful in creating an interesting, compelling, and unique experience for competitive multiplayer, in the future I will attempt to reign in the overall size of the map, and perhaps make some of the complexity of map geometry more easily understandable by players.

 

You are welcome to download and play the map yourself. This will require a steam account, and a purchased copy of Counter-Strike: Global Offensive. Install the map by extracting the files to your steamapps/common/counter-strike global offensive/csgo/maps folder.

De_CQB_v2

CQB was my first attempt at creating a true close-quarters fighting experience in CS:GO. The goal in this map was to force players to engage the enemy at close range, while also requiring them to manage a wide field of view. To accomplish this, there are many paths throughout the map, but there are also wide hub rooms which can be difficult to secure alone. The final tactical element here is the manipulation of the many doors on the level. As a general rule, CS:GO avoids the use of dynamic doors like these as much as possible, to prevent bottlenecks in pathing. In this particular case, I employed them liberally to add ways for players to hide or disguise their movement around the map.

 

You are welcome to download and play the map yourself. This will require a steam account, and a purchased copy of Counter-Strike: Global Offensive. Install the map by extracting the files to your steamapps/common/counter-strike global offensive/csgo/maps folder.

Assorted Design Documentation

This is where I'll be storing completed samples of my written documentation. This will only include pieces on which I have sole authorship, or on which I was the leader of a group of collaborators. Pieces may include Game Design Documents, Technical Documents, Rule Books, Design Pitches, Business Proposals, and more.

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Hiro Entry
Finagle Entry
CQB Entry
GalaCollider Entry
The Isle of Doubt
Design Docs
TintswapAnchor

© 2018  Elijah Chapman. All rights to materials, projects, and images hosted here belong solely to the owner, and may not be reused without express permission for any reason. 

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Chapman

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I'm always looking for new, interesting projects and problems to solve in game design. If you have an idea, and think I might be the right man for the job, please fill out the form below. I'd be more than happy to speak with you.

Elijah

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