Below is a brief overview of some of my current and past projects. A detailed online folio is coming soon!
View my 2015 Game Design Portfolio.
Lost in a dark mansion, a girl and her shadow companions have only their smarts and a dim light to escape.
Separated from her shadow and lost, Four Shadow tells the tale of a girl in search of her other half. Aided by the disembodied shadows of four animals, she must manipulate light and use their unique abilities to solve puzzles and traverse the environment.
Four Shadow formed part of a final-year capstone project for Swinburne University’s Bachelor of Games and Interactivity in Semester 1, 2017.
Kip Brennan Production, QA, Level Design
Tegan Nicholson Marketing, social media management, UI, QA
Stephen Scoglio Lead Designer, level & audio design, concept, narrative
Matthew Harvey Programming coordinator, system developer, AI
Dane Perry Svendsen Backend developer, code artisan, chief git
Benedict Zeng Programming, Game Design
Genevieve Rathgeber Lead Animator, Character Designer
Mark Tan He Jie Environmental Artist
Have you ever been so bored that you watched the DVD logo bounce around the screen and waited for it to perfectly hit a corner?
Me neither, but DooVeeDoo now lets you control the action!
Combining Breakout-style gameplay with this early 2000′s boredom-busting pastime, DooVeeDoo is a fun little personal project I created in my spare time, just for laughs.
Stephen Scoglio Concept, Programming & Design
Light My Way
Light My Way is a videogame prototype developed as part of assessment for Swinburne University’s Digital Game Prototyping Lab.
Light My Way is a 2D platformer, set in an ambient underground world. Players will control light and dark to solve puzzles and guide a young sapling to the surface. Using the soft glow of a firefly, players light the path for the seedling, overcoming obstacles and avoiding danger from hostile enemies and perilous environments.
Light My Way featured as part of the 2016 Swinburne Student Showcase and will be available to play online soon.
Stephen Scoglio Concept, Level & Audio Design
Kip Brennan Programming & Production
Genevieve Rathgeber Artist
Monica Li Level Design
Interdimensional Lindy Hopping with Monkey Sartre
Monkey Sartre is a short narrative space adventure produced in Twine as part of assessment for Swinburne University’s Writing for Interactive Narratives.
You play as the captain of the spaceship Theseus shortly after the destruction of planet Earth, your righthand man is a depressive monkey with the mind of philosopher Jean-Paul Sartre. Choose your path as together you traverse dimensions in search of a new home.
Stephen Scoglio Game Design, Production & Narrative
Wing-It is a board game designed as part of an assessment for Swinburne University’s Principles of Game Design unit and presented at PAX AUS 2015.
2-4 players collect and trade pieces of a plane in an attempt to be the first to complete their vessel, race to the centre of the board, claim the engine and escape the island. This bird-themed adventure is a family experience, with players utilising a mix of strategy and chance to thwart their opponents and become the first to collect all parts needed to finish the game.
Wing-It Shell Shock
Wing-It Shell Shock is videogame concept designed as part of an assessment for Principles of Game Design.
Wing-It was a game all about family fun, cooperation and competitiveness taking place in a world where birds ruled the roost and you don’t need wings to fly.
Wing-It created a bright, colourful and deceptively devious world with fleshed out characters and a lot of possibility. In moving the game to a digital space we want to not only expand the Wing-It universe and bring it to life but to also make it a social space where friends can gather to compete against one another through co-op play.
Stephen Scoglio Game Design & Narrative
Cassandra Downs Game & Graphic Design
Will Never Died
Will Never Died was an Alternate Reality Game (ARG) created and run by Swinburne Games and Interactivity Students in Semester 1 2016.
The game ran over four weeks and included four live events, three websites, 15 active social media accounts, one burner phone and more than 100 players.
The game concluded on 31 May 2016.