Ayo Afolabi

Game Designer


About me

Hey there! I'm Ayo (pronounced "Io"), a passionate Game Designer and Artist based in Baltimore. My true love lies in crafting captivating games that are enjoyable and visually striking.I find joy in embracing the diverse challenges that come my way. One aspect of game development that truly drives me is the power to connect with people. I thrive in collaborative environments while also engaging with like-minded professionals.I recently graduated from Rensselaer Polytechnic Institute with an Undergraduate degree in Games Simulations Arts and Sciences. Following that I received my Masters in Critical Game Design from the same Institute.I'm probably playing a multiplayer game (especially TFT recently) or restarting my Nth run of Baldurs Gate. I'm a lover of all things glowy and fantasy galore.Love to see pictures of cool stuff reach out to me on twitter :)


Portfolio Title

Projects

Digital, Released

A speed platforming game but instead of staying on the beat… you play at your own beat!


Digital, In-Development

Be the ninja that saves your home village from evil, any ways necessary...

Digital, Playable Demo

Take flight into space as astronauts who must collect and spell words to repair their rocket ship and head home!


Digital, Playable Demo

A cute demo involving little elementals exploring UI/UX design as well as combining gameplay and theme

LoL Character Concept

A custom League of Legends character that focuses on a unique gauge system. I also used this project for the propose of an exhibition


LoL Item

A custom item designed with Howzer, creating an Enchanter support item. Created a dynamic Damage Calculator comparing the item in Google Sheets

Digital, Game Concept

A playable Level Design based on a HacknSlash Survival game concept I created


Analog, Released

Inspired by the excitment and spirit of the DnD Tabletop game, Final Stand is a dice and card game built around chance and decision-making skills for 5 players.


Gameplay trailer ft. done by Aestronauts Team

Developer: Aestronauts
Platform: PC
Genre: Speed-Running, Music
Model: Single Purchase
Modes: PvE
Team Size: 8
Dev Cycle: ~ 3 months
Released: 2021

Music based speed running game

Tempo

Tempo was a 1-week incubator program challenge that continued development for a couple of months until its release. Our challenge was to design a speedrun-themed experience with a focus on replayability. The basis of the game is drawn from traditional rhythm game design but remixed to appeal to the speedrunning community, with the addition of competition between players via timed leaderboards and the ability for players to skip ahead in maps.The game was released on Steam and reached the top 5 in Steam's free-to-play titles.

+ Brainstormed, co-developed, and iterated on the core gameplay loop where players utilize keys to navigate through maps to their own rhythm
+ Developed and implemented play incentives for players, including achievements and player customization options
+ Conceptualized and co-implemented assets for level environments, including asset creation, set dressing, shader creation, visual effects, and models
+ Created visual effects (VFX), character concepts, and promotional assets for distribution on Steam and other platforms
+ Conceptualized and implemented UI elements and menus in-engine to convey the main menus and visual style effectively


Update Launch Trailer

All Achievements added to the game I co-designed as well as their icons

Tempo love tap update

Spirit crosser update

Although Tempo is considered done, we were inspired by GDC to create a free content update to the game for our remaining player base. This included new levels, a new map, a bunch of new visual cosmetics, some QoL updates, and player rewards.

+ Concepted and created Spirit themed level
+ Created assets and set dressing for the level, including several shaders and particle effects, 3D models, and placement within the level
+ Worked on player rewards featuring the Achievement system and all of their icons, as well as Player cosmetics that can be earned in-game


Sample Concept Art for a moment-in-frame

Developer: Me
Platform: PC. Mobile, Console
Genre: Stealth, Strategy, Action
Model: Game Concept
Modes: PvE
Team Size: 1

Stealthy ninja strategy game

Tochi

Tochi is a game concept that revolves around the player becoming a ninja who dashes around different maps. The player has to avoid the gazes of enemies at defiled hidden ninja temples using powerups like wind shurikens and teleportation. Indulging my love of all things glowy, the game is set on a neon-themed geometric landscape.One page GDD is attached below.

+ Successfully pitched the game concept to my team
+ Level conception base levels for the "story" of the game
+ Ability Design where players can create a build to play as they wish expanding on popular Ninja archetypes
+ Being a ninja is cool if you disagree you're wrong !!!


Early trailer done by another intern at Knucklebones

Publisher: Knucklebones
Developer: Knucklebones Entertainment
Platform: PC
Genre: Educational, Spelling
Model: F2P Demo
Modes: PvP
Team Size: ~ 20
Dev Cycle: ~ 1 year

Astronaut themed kids spelling game

Wheel Steal

For my internship at Knucklebones, our job was to convert an original IP “Wheel Steal” into a playable digital format. The main goal we had was to make sure that the game was both fun and engaging as not only a single-player experience (also making sure that It was safe for the kids online) but also in a classroom setting as a fun educational game similar to things like Kahoot or Quizlet.

+ Led design interns, organizing meetings, assignments, and project scope
+ Designed theming, core gameplay loop, mechanics, and UI for a younger audience (ages 5 to 14)
+ Created 3 character abilities to help showcase the fantasy of being a space spelling astronaut
+ Brainstormed and refined core gameplay loop, theming, and development roadmap
+ Developed assets for character abilities and integrated level design playground set
+ Oversaw design teams (level design and worldbuilding), coordinating with interdisciplinary teams
+ Collaborated with the narrative team to establish the game's story within the Knucklebones universe
+ Created VFX and UI assets for PC and mobile platforms in-engine


Illustration of Howzer

Lol character concept

Howzer

Howzer is a support specialist hailing from Piltover. His speciality is potions and flasks that damage enemies and support allies and he is paired with a gauge system.He was created for an exhibition where I wanted to tie him into an existing universe and storylines. For the exhibition, I also stepped into his mind and did journal entries as if he wrote them, writing about his thoughts, meta ability notes, and (taking a note out of his best friend's book) his exploration of Runterra searching for interesting ingredients for his potions.

+ Complex support character that uses a unique mechanic (similar to Aphelios and Hwei)
+ Instead of mana Howzer keeps a range of gauges that can be consumed to empower his abilities allowing the player to adapt to every situation
+ Become the alchemist of Piltover combining his effects to create better brews
+ Playstyle revives around balancing efficiency and consistency versus stronger effects and arena control


“This should help... I mean I’m pretty sure I think it does”

lol custom support item

Hextech Synthesizer

Inspired by LoL Items that are related / from in-game characters. Enchanter-themed Sheen item that has inworld relevance to Howzer (similar to Sterak's Gage for Aatrox, Blade of the Ruin King for VIego, Deadman's Plate for Gangplank)

+ Support Sheen item focused for Enchanters class supports but can be used by other classes that build more support-oriented
+ Analysis and Understanding of other Sheen + Support Bloodsong items and passives as well as
+ Item balancing to other Sheen items and items for the support class
+ Creating and understanding niche items that support unique play styles


Sample Gameplay

Developer: Me
Platform: PC
Genre: Fantasy, Alchemy
Model: F2P Demo
Modes: PvE
Dev Cycle: ~ 1 week

Cozy witch creates new friends

Little Elementals

Little Elementals is a short demo made to have visuals inform that inform gameplay. Important themes for this game were worldbuilding through the environment assets and using only UI to convey intent. I referenced games like "Little Alchemists" where mixing potions was the core gameplay loop, but also adapted it to fit the theme of “Cosy witch creating new elementals with bubbly personalities”.This game was created almost exclusively by me in Unity which slight programming help from a friend.

+ Main design keywords were Cute, Cozy, and Magical
+ Gameplay Design
+ All Asset Creation


Concept for Creature Design

Developer: Me
Platform: PC, Console
Genre: Fantasy, Action, HacknSlash, Survival
Model: Concept
Modes: PvE

Demons, Swords, and Guns oh my!

Okon level Design
& Game Concept

Taking place in a dilapidated church on the mountainside, this is a sketch of a level from the game Okon (design document linked below). It was Inspired by classic hack-and-slash games like Doom and Turbo Overkill.

+ Survive for as long as possible against increasingly stronger waves of demons
+ Implement environmental game mechanics that players can utilize both to their benefit or detriment, such as healing waters, cover, and forced mobility
+ Design decisions that reinforce player movement
+ Developed level design sketch for the Okon game concept
+ Implemented the overall game mechanic of slash n' dash shooter against shadow demons
+ Designed player and enemy combat interactions
+ Weapon designs are ment to not be purely better than default gun / sword but highlight different playstyles and options


Final iteration of the project with Graphic Design in mind

Dice and card Party monster slaying game

Final Stand

This project presented interesting challenges to me as I worked to wrap my head around what makes pen-and-paper games so addicting for players. Balancing was a major hurdle for this project as the essence of the game is a 4 v 1. One player is a powerful Monster and the rest, Heroes, are sent to destroy them. It was important that the Monster felt powerful, but not indestructible, and the Heroes felt capable but not overbearing. I kept the graphic design of the ruleset in mind both for appeal and for experimenting with player expectations and how that contributes to the excitement for a game.I was intrigued by both the flavoring of games like Dnd and PF and also the adaptability of games like Uno. You can go in and change the rule sets to fit your tables, but the default rule set is both fun and balanced to get in and get started.

+ Design goal was to make a fantasy combat simulation between one player versus the rest
+ Easily customisable ruleset that can be adapted from table to table

Initial concept of Musa (the main character music note)Two of my favourite developments I made with our programmer were the radio that allowed players to upload their own music to vibe to, and the pink glowing synth that also vibed to the music :)

Tempo

Design Goals
+ Rapid prototyping and implementation
+ Thematically fitting within the speedrunning genre
+ Encouraging player challenges in both competitive and self-improvement contexts
+ Be mechanically unique with its influences in the rhythm game style
Production
+ Began development following 8 rules of design brainstorming, focusing on using the keyboard as the primary input method. Did 3 sketches focusing on movement as being the core gameplay of the game
+ Tapping keys enabled players to enter "speed" mindset balancing their perception of tiles coming ahead and their presses, avoiding trap tiles ahead
+ Incorporated references to popular music games, adding a twist to their mechanics allowing players
+ Implemented a mechanic allowing players to speedrun levels by skipping tiles, which contribute to their BPM (beats per minute) and enable faster progress
+ Introduced difficulty through trap tiles hindering movement and reducing BPM
+ Adopted the vibe of the second and third sketches for the game's core look, featuring Neon-DJ City and a music note main character, later evolving into the first-level design
+ Brainstormed a boatload of tile traps and ability augments like row denial or status-inflicting lasers
+ Player feedback gathered through school peers and family with rapid analysis and implementation
+ Asset creation included making models like the main character, as well as various shaders and effects like particle systems or level backgrounds
+ Designed the UI to better enforce the gameplay values of "hyper, speed, retro" including things like a radio and music note themed accents
Challenges
+ Time constraints were the primary challenge, with the majority of work completed within the original 2-week timeframe
+ Initially, gameplay was rhythm-based, but it was adjusted due to player feedback, focusing on responsiveness and speed
+ Addressed player feedback regarding feeling disconnected from levels by synchronizing VFX speed with gameplay instead of altering music pitch
+ Simplified tile effects to maintain gameplay clarity, focusing on basic trap tiles to prevent button-mashing tactics

Initial concepts of the game
+ The first concept during our brainstorming session followed a keyboard-jumping theme
+ The second one came soon after being a racing against time game jumping to the arrow keys to avoid falling off the edge. It was where the music influence came from. , however,
+ The third was the second simplified to jumping with no death state

One visual element of the game is the alternating colour schemes across levels. The dark can become light and vice versa making for visually interesting level designs despite the simple geometric themes

Brainstorming notepad

Tochi

Design Goals
+ Stealth game with simplistic graphics that still support a positive player UX
+ Mechanically simple with room for player growth and style by designing player abilities
+ Playable across any platform
Concept
+ Players control an orb (ninja) navigating from point A to B undetected. They can choose to rush through for speed, execute a stealthy, no-detection run, or eliminate all threats
+ The player embodies a ninja using abilities to protect a guarded secret.
+ To ensure accessibility, controls are streamlined to basic functions (dash, ability one, ability two) adaptable for touch screens or traditional buttons on mobile, console, or PC
+ Dynamic playstyles are facilitated by randomly dropped ability blocks throughout levels, replacing previous abilities upon pickup
+ Follow a simple design pattern:
+ + Player and player objectives are circular
+ + Enemy and negative effects are sharp and triangular
+ + Neutral, visual effects are 4 pointed, square / rectangular
+ Left room for the expansion of Enemy type and ability with the default as the balancing point. Tougher enemies may be slower while more Alert enemies more easily distracted
Abiltiy Design
+ Abilities offer diverse strategies, ranging from inflicting status effects on enemies to enhancing movement for stealthier navigation
+ Explore various representations of "Ninja", from shadowy magical styles to more assassin-like
+ Initial three abilities are designed to be general, allowing players to focus on gameplay style before choosing specific abilities
+ Abilities are categorized into four main types:
+ + Mobility: Replaces Basic Dash move, serving as the primary method of movement
+ + Offensive: Replaces Leaf Shuriken, featuring moves that debilitate enemies with detrimental effects or outright eliminate them
+ + Passive: Continuous abilities that serve either Offensive or Utility/Defensive purposes
+ + Utility/Defensive: Replaces Shunpo, offering moves that benefit the player

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The player's default abilities are
+ Dash: Move in a direction at medium speed and stop at the first obstacle
+ Leaf Shurikan: throw a shurikan that calls the attention of enemies who see it
+ Shunpo: revert to your starting location pre-dash.

This was some part of the initial concept pitch done for Aestronauts. It detailed some of my design goals for the game

These were WIPs for the level design of the game. We had planned for only one main level and so I created a day/night post processing effect that randomly picks between morning/evening/night.The second screen shot is VFX for the ability pick up using a parallax galaxy shader.

Wheel Steal

Design Goals
+ Adapt the real-life game Wheel Steal into a recognizable digital version
+ Utilize digital platform benefits by adding fantastical aura and abilities
+ Ensure the game is accessible for younger children while remaining enjoyable and competitive for older audiences
+ Maintain safety for kids, suitable for playing in classrooms and homes
Contributions
+ Design a fun and educational experience, inspired by the real-life game's objective of collecting objects and returning them to a team's home base
+ Themed the game around astronauts racing to find and place letters in their engineering bay to build a spaceship home (astronauts are cool)
+ Introduced abilities as side objectives found randomly throughout the map, enhancing gameplay excitement
+ Designed three abilities—grapple, jetpack, and radar—to aid players without overly frustrating opponents
+ Contributed to level design, creating a bubbly park/playground area with ample hiding spots for players and space for the maximum capacity of players
+ Restricted communication to character emotes to maintain a safe environment for younger players
+ Created set dressing and placed them in-engine for things like 3D models, shaders, post-processing and an interactable grass shader
+ Worked heavily in scope management from both other team members but also administration within both the time constraints as well as project goals
Challenges
+ Prioritized safety in design decisions, ensuring appropriate imagery and promoting safe habits
+ Developed a user-friendly experience with name selection options and filtered word choices
+ Onboarding of new interns in rotation quickly and efficiently

A tutorial done for the game, imitating a style of a kids colouring book showcasing all important elements of the game like movement, using abilities, and collecting letters

These were various UI concepts done for the game above for the accounts page, mobile (iPad in this case) and sketches for the end results page.

Screenshots of the Church level (starring floating pistol)

Okon

Design Goals
+ Create a game focusing on fast-paced movement, sword fighting, and gunplay
+ Implement simple mechanics that foster competition and encourage players to strive for improvement
Design
+ Rather than rewarding players for actions, introduce penalties for inaction; standing still can impair or kill the player
+ Combat is a significant aspect, simplified to emulate older hack-and-slash games, providing players with something to do while in motion
+ Game elements prioritize movement, combat, and defence, equipping players with skills necessary for survival
+ Spawns are counter to player-play patterns. Players who are often in melee range spawn more Snipers, who spawn farther and more spaced out, meant to get them to venture to farther points to kill enemies.
+ Players who tend to stay farther away from enemies are encountered with Slashers who spawn closer and have the mobility to keep up
+ Strong hits that are slightly delayed mean that standing still will most likely lead to you getting shot. Movement is key
+ Weapon Design is designed to be simple and elevate one part of the character at a time while sacrificing something else
Enemy Design
+ 6 enemy types that reflect an aspect of the player.
+ + Spawn - Generic creeps, that get better over time but are worse than the other 5 types, they seek to overwhelm the player with numbers
+ + Sniper - A long-ranged enemy focusing on firing high-damage shots, less durable but can deal significant damage
+ + Slasher - A melee-themed enemy, focusing on big bursts of melee damage and mobility
+ + Jumper - A CQT shooter, its squisher but has the mobility to keep up with an active player
+ + Tanker - Focusing on the defensive nature of the player being harder to kill and boasting a stun attack to punish the moment of players
+ + Shooter - An artillerist who changes its attack pattern based on its distance between the player; high powered beams, or sky-falling missile barrages. Similar to the Tanker it is harder to kill
+ By varying the enemy type and focuses, it varies what players fight from moment to moment highlighting adaptability, what would work on one enemy type might not for another

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Level Design

Design Goals
Overworld elements set the stage for the game, and I created a sample level to showcase gameplay mechanics and the overall vibe of the game. While this level serves as a quick sketch and is not a perfect example, it illustrates a close space battle arena.
Through this process, I gained a better understanding of movement versus space. Adjusting movement speed can make maps "feel" bigger or smaller without altering the map itself, allowing for flexible room spacing. Additionally, I explored the concept of adding a smaller third level underneath, similar to my initial concept.I began by creating a rough blockout in Blender before refining and importing it into Unity. The level aims to feel enclosed yet spacious enough for maneuverability and pacing for various enemy types. I conducted partial asset creation, including modeling and texturing, using objects from SketchFab's free asset section. Additionally, I utilized Unity's lighting and post-processing systems to set the mood and depict the destruction of the level.

Walking around levelBelow is a sample flowchart of the game state for the player which helps dictate what they will be fighting against,

In-game screenshots

Little Elementals

Design Goals
+ Develop a demo emphasizing the fantasy of a cottage witch creating elementals
+ Focus on three main design pillars: cute, magical, and cozy
+ Make a UX environment that was simple and clear to players what their goal was
Design
+ Utilized pixel art for the cute aspect, employing a simple style with flat colors and dithering gradients for saturation
+ Captured the magical essence by allowing players to play as a witch crafting new elementals using trinkets and doodahs on the desk and the magical altar
+ Incorporated magic into the UI with a scroll book for storing new elementals, black crystal UI buttons, and combination VFX
+ Limited elemental combinations in the demo to four original elementals (Fire, Water, Earth, Air) and their different combinations on the altar
+ Each elemental possessed a unique personality, encouraging players to discover other undiscovered elements
Future Considerations
+ Deferred mixing between new elements and the original four due to demo scope, but consider exploring it in the future
+ Plan to enhance the cute aspect with 3D models for elementals, supplementing the existing sprites for cataloging purposes
Player Experience
+ Prioritized intuitive UX with minimal parallax effect on the altar and elemental buttons resembling sockets for easy interaction
+ Implemented two VFX variations on the altar: a full magic circle burst animation for successful combinations and a quicker, partial animation for failed attempts

Initial concept for the game. I used a lot of references for that both in my home and in fantasy media which to me meant a good amount of plants, warmth, and clutter to achieve that cozy feel.

First version (white and yellow) of the game followed by the most recent. The game went through many iterations each adding or changing a core mechanic, like player choice. Or changing the dice style from a d10 to 2d6 adding the probability curve for Monsters.Graphic design was my passion...

Final Stand

Design Goals
+ Create a versatile ruleset using basic materials adaptable to various themes
+ Enable players to customize and expand upon the core rules to create their own unique gameplay experiences
+ Ensure the game can be played within a short duration, around 10 minutes, to accommodate multiple players and diverse events in each session
Design
+ The Monster primarily chooses between higher single-target effects versus weaker multi-target effects by rolling a set of dice for their effects
+ Heroes must manage their decks and lives, counterbalancing the many versus one aspect of the game
+ Utilize basic playing tools to allow easy play both in-person as well as online
Challenges
+ Balancing player choice was a significant challenge. Striking a middle ground was crucial to prevent overpowering one role over the other, focusing on two styles of choices for both sets of players.
+ The alternate win condition was introduced to add tension and variety to the gameplay. While somewhat difficult to achieve, it serves as an "oh shit" moment for heroes and adds strategic depth by restricting the Monster's options in each game.

The pages used in the installation piece. They are a journal made by Howzer in-world and describe things like his old lab space, his augmented arm and leg, aswell as abilities.

Howzer

Design Goals
+ Leverage League of Legends' design foundation and extensive case studies to inform Howzer's design
+ Addressed a gap in the support play pattern by introducing a difficult enchanter archetype
+ Aimed for Howzer to play and feel like an alchemist, distinguishing him from other scientific-style characters in League of Legends
+ Strived to enhance team interactions, a feature often lacking in traditional enchanter characters
Design
+ Howzer's kit revolves around two main mechanics:
+ + A gauge system replacing his mana
+ + A reaction system where his abilities interact with his Q ability creating different effects
+ While he can perform traditional enchanter tasks like shielding and debuffing enemies, his true strength lies in players mixing and matching his abilities for more potent effects.
+ It was crucial to ensure that not all of his abilities relied on this interaction to provide value, striking a balance between team reliance and individual agency
Challenges
+ Initially, Howzer's design was simplistic, revolving exclusively around the gauge system. Abilities lacked cohesion and failed to capture the theme of an alchemist, feeling more like standard mage abilities.
+ Struggled with balancing Howzer's kit to avoid making him too overbearing without clear weaknesses. He excels in lockdown environments where he can continuously apply reactions and priming effects
+ A main point of balancing for Howzer is his being proactive in nature with most of his abilities having a delay before being cast
+Testing is neigh-impossible, relying on estimations based on existing League of Legends champions

The actual instillation photographed above. The idea was that you were walking into his head reading his journal haha. It would have helped the immersion if I doubled or even tripled the number of pages (2-3 of each page) haha

The first two concepts for his ability. The first being the generic variant that I felt was too simple. The second major concept being a bit closer to his final state but still missing the alchemist nature I wanted to differentiate him from Ziggs, Heimer, and Singed.

Hextech Synthesiser

Design Goals
+ Develop an enchanter support item using Sheen
+ Deter abuse from non-enchanters
+ Create a niche item using combinations of epic and basic items already present in League of Legends
+ Compare and contrast with other Sheen items (Bloodsong / Lichbane) while ensuring it does not overshadow them
+ Relate to Howzer and his role but not make it a mandatory purchase for him
Design
+ Features a cheaper build cost, allowing it to be built first or second in item progression
+ Scales poorly with AP but has a higher scaling with Heal and Shield power to encourage enchanter use and deter other mage types
+ Intended for use in defensive lanes for semi-constant sustain or aggressive team compositions where additional damage and healing can facilitate positive trades.
+ Despite mediocre gold efficiency, provides additional stats due to ramping Heal and Shield power and Movespeed increase
Stats tested against Lich Bane and Bloodsong for balance comparison
The WHY
+ 117.32% gold efficient
+ Sheen embodies an aggressive nature, reducing ability cooldown and increasing damage on hit
+ Paired with Bandleglass Mirror to ensure it remains a viable early-game option for Enchanters despite their limited funds
+ Enchanters, naturally squishy and inclined to stay in the backline, may find auto-attacking risky; thus, a movement speed bonus is included to incentivize more aggressive playstyles, which can prove beneficial in the late game
+ Synergizes effectively with Dawncore, offering a high-value return on Mana Regen into Shield Heal power for supports
+ While primarily designed for Enchanter supports, its built-in heal and shield power make it somewhat viable for non-enchanter supports as well, catering to niche play styles
Challenges and Future Considerations
+ Balancing the cost, stat line, and build presented a significant challenge in finding the middle ground of usefulness within the enchanter class without becoming a mandatory purchase
+ I considered adding Health (and changing the building support item from Bandleglass to a tankier element) because that would help incentivise Supports to be more in the midst of combat. My fear however is the value that brings to other classes who would use it
+ I have the healing effect not apply to the caster due to similar concerns. I played around with the idea of applying a much smaller variant of the heal or instead increasing the move speed bonus given to players but I feared that would just make killing the support significantly more annoying

Sheen Items

Sheen
+ Item has seen various iterations with one of the more recent ones adding Ability Haste and a build component
+ Can only build one Sheen item because Spellblade does not stack, meaning that each Sheen item has a niche that it explores
Iceborn Gauntlet
+ 98.08% gold efficient
+ Deals physical damage (lower than ER) but has the added benefit of creating a slow field around the target that scales with the user's max HP
+Used as an offensive tank item, using the slow to make it difficult to run
+ Tank supports can play this item using it as more of a utility item to set up engagement with their team
Lich Bane
+ 102.63% gold efficient
+ Built on AP assassins, sometimes burst mages
+ Offers raw damage, little utility (Ability Haste), usually built into squisher enemy teams
+ Has base AD ratio, rending the item usable much earlier than just AP ratio but deals magic damage
+ Often built early in matches due to the consistent burst damage it can add to champions
Essence Reaver
+ 134.78% gold efficient
+ High physical damage usually on caster Attack Damage Carries, assassins, lethality bruisers
+ Built into squisher enemy teams similar to Lich Bane
+ Has the benefit of mana restore, which can make it a must-have item on mana-hungry AD casters like Smolder
Bloodsong
+ 283.33% gold efficient
+ Special case, cannot be bought normally but instead earned as Supports upgrade their support item
+ Functions as a damage steroid used in burst comps to squeeze out more damage in trades and engages
+ Originally often used with ad supports, but has been used to bring non-supports to the support role for burst damage (one of the biggest examples being Camille)
Trinity Force
+126.01% gold efficient
+ Deals physical damage, less than ER but more than IG
+ Often built by regular bruisers, or tankier building ADC due to its stat line
+ Falls in and out of meta, as users sometimes prefer to trade the Sheen procs for more stats overall
+ Offers utility due to the flat move speed bonus on its passive

Damage Calculator

Calculations were done comparing Hextech Syn to Bloodsong and Lich Bane (other items that would be alternatives to Hextech Syn). Using a selected champion's base attack values at 1, 6, 13, and 18 as well as a build that the user can customise. Comparing Hextech Syn Healing as well as damage numbers.

Select your champion and create their build (with some passive effects) with math for Rabaddon and Dawncore to be accurate. Anywhere that has a drop-down is selectable and users can add their own items and champions in the Catalog tab.


Blog and other projects

Worldbuilding Concept

Project//Arkadis

Project Arkadis was a Project I worked on during my Masters. My goal was to create a world, its rules, lore, and power that its characters use to move about. For this specific part. I created 4 organisations with a spreadsheet of their descriptions, members, mindset, combat capabilities as well as overall goals.I then created these posters as a demo into a much larger project showcasing art pieces that inform the viewer of the world. Each one showcases a colour scheme and design pattern for each org as well as the characters within. The project would then expand to showcase environments, special locations, powers, and other lore-relevant information.I was heavily inspired by the anime/manga graphic design aesthetic with its big blocks of colours character showcases, and typography surrounding the information.For the spreadsheets, I was looking at it from the perspective that it would contain the source that other projects could pull from. From character-specific interactions to general world information


4 classes following the traditional fantasy archetypes of Warrior, Mage (who hates his tacky hat), Rogue, and Cleric. Except they are grooovy. Each class was designed with a melee and ranged weapon

Game concept sketch followed by a sample combat flow chart and a sample boss sketch

Character Concepts

Disco Night Fight

A game and character concept revolving around a Disco themed party roguelite. I designed 4 characters and their skill sets with each getting 2 weapons (1 ranged, 1 melee). It was fun to create their designs and do the VFX for their weapon attacks.The game concept itself was quite simple. A dungeon crawl where players could pick up weapons with stat drops and abilities to clear said dungeon. I was aiming for something wacky and fun that would encourage couch co-op with other players.


Ludum Dare 55 Game Jam

Infernal Intern

This was a game jam game following the theme "Summoning". I worked on the initial game concept of being a wizard that summons things on request of a prompt and all of the art assets. We valued humor so some of the characters are.... something.There are 24 possible items that are chosen at random. From each, a combination of 3 types will form 1 of 18 different monsters, from a ferocious Werewolf, a sly Cyclops, a scantily-dressed Demon Lord or even Paris Hilton herselfDownloadable from the Ludum Dare page


Character Concepts

League of Legends Concepts
WIPS

League is probably the game I have the most time in. So as a result I tend to design the most things about it. I didn't want my portfolio to be fully about League of Legends designs (although it already has 2). So here is just a collection and a brief description of each :)

Bruna is my attempt at making a simplistic juggernaut who has clear strengths and weaknesses. She strives in team-fighting environments, but as a result, she is lackluster in her lane. Her ultimate is really what came first, as I loved the idea of the repositioning tool, and the rest of her kit was made to help her live her team-fighting dream.

Embedded Google Doc
function openFullscreen() { var docIframe = document.getElementById("google-doc"); if (docIframe.requestFullscreen) { docIframe.requestFullscreen(); } else if (docIframe.mozRequestFullScreen) { // Firefox docIframe.mozRequestFullScreen(); } else if (docIframe.webkitRequestFullscreen) { // Chrome, Safari and Opera docIframe.webkitRequestFullscreen(); } else if (docIframe.msRequestFullscreen) { // IE/Edge docIframe.msRequestFullscreen(); } }

Tryndamere is a topic of many players' ire, sporting a very outdated kit in League's design history. He can be incredibly feast or famine and my rework hopes to both bring him to more modern kits as well as make him more fun to both play and play against.

Embedded Google Doc
function openFullscreen() { var docIframe = document.getElementById("google-doc"); if (docIframe.requestFullscreen) { docIframe.requestFullscreen(); } else if (docIframe.mozRequestFullScreen) { /* Firefox */ docIframe.mozRequestFullScreen(); } else if (docIframe.webkitRequestFullscreen) { /* Chrome, Safari and Opera */ docIframe.webkitRequestFullscreen(); } else if (docIframe.msRequestFullscreen) { /* IE/Edge */ docIframe.msRequestFullscreen(); } }

A Buhuru enchanter who takes the teachings of Nagakabouros in a completely.. dangerous route

Embedded Google Doc
function openFullscreen() { var docIframe = document.getElementById("google-doc"); if (docIframe.requestFullscreen) { docIframe.requestFullscreen(); } else if (docIframe.mozRequestFullScreen) { /* Firefox */ docIframe.mozRequestFullScreen(); } else if (docIframe.webkitRequestFullscreen) { /* Chrome, Safari and Opera */ docIframe.webkitRequestFullscreen(); } else if (docIframe.msRequestFullscreen) { /* IE/Edge */ docIframe.msRequestFullscreen(); } }

A Demacian ADC who values versatility overall, but does ultimately pick favourites

Embedded Google Doc
function openFullscreen() { var docIframe = document.getElementById("google-doc"); if (docIframe.requestFullscreen) { docIframe.requestFullscreen(); } else if (docIframe.mozRequestFullScreen) { /* Firefox */ docIframe.mozRequestFullScreen(); } else if (docIframe.webkitRequestFullscreen) { /* Chrome, Safari and Opera */ docIframe.webkitRequestFullscreen(); } else if (docIframe.msRequestFullscreen) { /* IE/Edge */ docIframe.msRequestFullscreen(); } }