About Me

My name is Joshua Garwood, and I am a Game Designer and Developer with six years of experience in the game development industry, honed through both college and university education. I possess a strong passion for creating and designing engaging games and have successfully contributed to various projects throughout my academic journey, alongside numerous personal projects.

I am skilled in multiple facets of game development, including coding and scripting in C#, 3D modeling and animation using Blender, 2D and 3D animation, as well as pixel art creation. Additionally, I have experience in story and world design, as well as world generation utilizing procedural generation techniques.

Nightmare (2024)

PROJECTS

University Dissertation Artifact PCG Dungeon Generator (2024)

Platform: PC
Team Size: 1
Project Duration: 5 months
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:

For my university dissertation, I developed a PC-based artifact focused on procedural content generation (PCG) methods for dungeon generation. This project explored various PCG algorithms commonly applied in dungeon generation, analyzing their strengths and limitations. The artifact is an interactive application that demonstrates each algorithm's capabilities by allowing users to adjust map parameters, such as dungeon size, number of rooms, and corridor configurations. This adjustable functionality offers insight into the flexibility and constraints of each algorithm.

Key Responsibilities & Contributions:

Complete Project Development

As the sole developer, I was responsible for the entire lifecycle of the project, from research and planning to execution. This included conducting in-depth research on established PCG algorithms, understanding their mechanics, and implementing these algorithms within the Unity framework to create a functional and informative artifact.

  • Algorithm Integration: Researched and integrated multiple PCG algorithms, implementing each to demonstrate their unique approaches to dungeon generation.

  • User Interface Design: Designed and implemented a minimalistic, grey-boxed UI layout using Unity's default assets, prioritizing functionality over aesthetics to focus attention on the algorithms' output.

  • Project Demonstration: Developed a flexible, parameter-driven system that enables users to dynamically adjust dungeon generation characteristics. This system allows for hands-on exploration of how different algorithms handle changes in dungeon size, room count, and corridor layout.

Platform: PC
Team Size: 6
Project Duration: 3 months
Engine & Tools: Unity, Photoshop, Google Docs, YouTube

Project Overview:
Nightmare is a PC-based action-adventure game where players take on the role of a child navigating a dark and progressively sinister dream world. The player must battle various monsters and demons as the dream deepens into a nightmare. Developed over the course of three months by a team of six university students, Nightmare combines atmospheric storytelling, dynamic combat, and immersive visual design.

Key Responsibilities & Contributions:

  • Team Leadership & Project Management:
    Led a multidisciplinary team of five other students, managing timelines, task allocation, and ensuring effective communication across all development phases. Coordinated all aspects of the project to ensure successful delivery within the set timeframe.

  • Gameplay Systems Development:
    Designed and implemented the game's core health and damage systems for both enemies and weapons. Developed weapon upgrade mechanics, determining how each upgrade affects gameplay performance, and balanced these mechanics to enhance player experience.

  • Art & Asset Creation:
    Created visual assets for both enemies and weapons, contributing to the game's distinct dark and eerie aesthetic. Designed the art to complement the evolving tone of the dream world, with increasingly menacing visuals as the game progresses.

  • UI/UX Design:
    Developed and implemented the game's user interface, focusing on intuitive design and smooth player interaction. This included designing HUD elements and menus to align with the overall theme and ensure seamless navigation.

  • Scripting & Coding:
    Authored key gameplay scripts, including enemy behaviors, weapon functionalities, and player interactions. Ensured that the technical aspects of the game aligned with both creative and gameplay goals.

Where Am I? (2023)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 3 months
Engine & Tools: Unity, Photoshop, Google Docs, YouTube

Project Overview:
Where Am I? is a challenging puzzle game where players must solve progressively complex challenges to find their way out of a mysterious environment. Developed over three months as a solo university project, the game is designed to test players' problem-solving abilities with increasingly difficult puzzles. The project utilized pre-approved assets for the game's textures, allowing for a strong focus on gameplay mechanics and level design.

Key Responsibilities & Contributions:

  • Full Game Development:
    Solely responsible for the entire development process, including coding and designing the game’s mechanics. Created a series of puzzles that escalate in difficulty as the player progresses, requiring critical thinking and problem-solving to advance through each level.

  • Puzzle Design & Scripting:
    Developed and scripted all puzzle mechanics and interactions. Carefully designed each challenge to introduce new mechanics as the game progresses, ensuring a balanced difficulty curve that keeps players engaged and motivated to solve more complex problems.

  • Level Design:
    Crafted each level to complement the puzzle mechanics, guiding players through a well-structured progression. Emphasized clear visual and spatial design to help players navigate and interact with the environment while solving puzzles.

  • Asset Integration & Art Direction:
    Used pre-approved external art assets for textures while focusing on game design and logic. Ensured that the integrated assets matched the game's aesthetic and worked cohesively with the puzzle-based environment.

  • User Interface Design:
    Created a simple, intuitive user interface that supports the player’s navigation and interaction with the game’s puzzles. The interface was designed to be unobtrusive, allowing players to focus on the gameplay.

  • Self-Directed Project Management:
    Independently managed all aspects of the project, from conception to completion, balancing the game’s development alongside academic requirements. Set clear milestones and met all deadlines within the three-month development period.

Launch Em (2022)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 1 week
Engine & Tools: Unity, YouTube

Project Overview:
Launch Em is a 3D physics-based game developed as part of a university rapid game design module, where a new game had to be created each week over a 5-week period. This game draws inspiration from Angry Birds and incorporates rag-doll physics, allowing players to fire rag-dolling people at enemies perched on structures. The objective is to knock enemies off using strategic launches to cause maximum destruction.

Key Responsibilities & Contributions:

  • Full Game Development:
    Solely responsible for the entire development process, including concept creation, coding, and designing gameplay mechanics. The project was completed in one week, requiring rapid prototyping, testing, and iteration.

  • Physics-Based Mechanics:
    Designed and implemented all physics-based interactions in Unity, ensuring the rag-doll mechanics were realistic and engaging. Programmed the launch system to give players control over the force and direction of their shots, creating a dynamic and fun challenge.

  • Gameplay & Level Design:
    Developed multiple levels with increasing difficulty, requiring players to carefully plan their shots to maximize destruction. The challenge lies in knocking enemies off structures with limited ammunition, demanding both skill and strategy.

  • Self-Directed Project Management:
    Independently managed the project under tight time constraints, balancing creative ideas with practical execution. Completed the project within the one-week deadline, adhering to the rapid game design module's requirements.

Run From Gary (2022)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 1 week
Engine & Tools: Unity, YouTube, Mixamo (for models and animations)

Project Overview:
Run From Gary is a first-person horror game developed as part of a university rapid game design module, where a new game had to be created each week over a 5-week period. This particular project was centered around the theme of camera work. In the game, the player views the world through the lens of a handheld camera, recording their escape from a terrifying character named Gary. The game leverages unique camera mechanics to create an immersive, found-footage experience.

Key Responsibilities & Contributions:

  • Full Game Development:
    Independently developed the game in one week, taking full responsibility for coding and game design. Managed all aspects of gameplay mechanics, camera work, and level design to create a tense, immersive experience for the player.

  • Camera Work & POV Mechanics:
    Designed and implemented the core camera mechanic, where the player’s point of view is through a handheld camera. Programmed the camera to simulate real-time movement, shakes, and zooms, giving the game a “found footage” feel that enhances the atmosphere and immersion.

  • Character Models & Animations:
    Integrated 3D character models and animations for Gary from Mixamo, ensuring smooth interactions between the player and the character. Programmed Gary’s AI to actively chase the player, heightening the tension and creating a sense of urgency.

  • Horror & Environmental Design:
    Focused on environmental design to complement the camera mechanic, crafting dark and eerie settings that the player must navigate while recording. The level design was intentionally structured to create suspense as the player flees from Gary, with limited visibility adding to the horror experience.

  • Self-Directed Project Management:
    Organized and completed the project within the one-week deadline, effectively balancing the integration of third-party assets with original coding and design. Met all objectives for the rapid game design module while maintaining a cohesive gameplay experience.

The Letter Temple (2022)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 1 week
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:
The Letter Temple is a fast-paced game developed as part of a university rapid game design module, where a new game had to be created each week based on a different theme. This project focused on the theme of "weird input." Players must quickly tap the key that appears on screen for a limited time—only two seconds. If they miss or press the wrong key, they incur damage. The ultimate goal is to navigate through the dungeon and reach the end.

Key Responsibilities & Contributions:

  • Full Game Development:
    Independently developed the entire game within a one-week timeframe, managing all aspects of coding and game design. Focused on creating engaging gameplay mechanics that challenge players' reflexes and attention.

  • Art & Asset Creation:
    Designed all visual assets using Photoshop, crafting a unique and visually appealing aesthetic that complements the dungeon theme. This included character designs, backgrounds, and UI elements that enhance the overall player experience.

  • Gameplay Mechanics:
    Implemented the core mechanics, including the random appearance of keys on the screen and the associated timing challenge. Programmed the damage system for incorrect inputs, ensuring that player feedback is immediate and impactful.

  • Level Design:
    Created a dungeon environment that presents players with a series of challenges, with the increasing difficulty as they progress. Designed levels to test players' reaction times and encourage them to improve with each attempt.

  • Self-Directed Project Management:
    Successfully organized and completed the project under a strict one-week deadline, balancing art creation with coding and gameplay development. Met all module objectives while delivering a polished and engaging game experience.

Dead Meme (2021)

Platform: PC
Team Size: 5
Project Duration: 3 months
Engine & Tools: Unreal Engine 5, Blender, YouTube

Project Overview:
Dead Meme is a comedic arcade-style shooting game developed as part of a university group project. Players experience a haunted house theme park ride where they shoot at humorous targets that pop up, aiming to achieve the highest score possible. The game combines engaging gameplay with a lighthearted theme, making for an entertaining experience.

Key Responsibilities & Contributions:

  • 3D Model Creation:
    Designed and created all 3D models for the game using Blender, including the haunted house environment, interactive props, and whimsical target characters. Focused on crafting visually appealing assets that enhance the game’s comedic atmosphere.

  • Collaborative Development:
    Collaborated effectively with a team of four other university students, contributing to the overall design and functionality of the game. Engaged in brainstorming sessions to refine gameplay mechanics and ensure a cohesive player experience.

  • Asset Integration:
    Integrated 3D models into Unreal Engine 5, optimizing assets for performance while ensuring high visual fidelity. Worked on applying textures and materials to enhance the immersive quality of the game environment.

  • Gameplay Mechanics:
    Contributed to the design and implementation of gameplay mechanics, including the behavior of targets and scoring systems. Ensured that targets appeared in an engaging manner, promoting competitive play among users.

  • Project Management:
    Actively participated in team meetings to track progress, discuss challenges, and assign tasks. Helped maintain project timelines and ensured the team met deadlines throughout the three-month development process.

Spell Quest (2019)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 6 months
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:
Spell Quest is a 2D side-scrolling adventure game where players embark on a heroic journey to seal away an ancient spirit that has awakened and summoned monstrous creatures to wreak havoc on the land. Over the course of six months, I developed this project solo, utilizing a 2D pixel art style to create a visually cohesive and nostalgic experience. The player must explore vast landscapes, confront dangerous enemies, and complete the quest to restore peace to the world.

Key Responsibilities & Contributions:

  • Full Game Development:
    As the sole developer, I handled all aspects of game design and development. This involved creating the core gameplay mechanics, implementing character movement, combat systems, and enemy AI, as well as designing the game's levels and narrative arc.

  • Pixel Art & Asset Design:
    I designed all visual assets, including characters, enemies, environments, and backgrounds, using a pixel art style that fit the scope of the project. This approach allowed me to efficiently develop the game’s visual elements while maintaining a consistent and engaging retro aesthetic.

  • Scripting & Gameplay Mechanics:
    Coded all core gameplay mechanics using Unity, including fluid character movement, combat interactions, and enemy AI. I also developed a progression system where players encounter increasingly challenging enemies and obstacles, leading to a climactic battle with the ancient spirit.

  • User Interface Design:
    Designed and integrated a user-friendly interface, including in-game HUD elements, menus, and notifications. The UI was crafted to be simple, intuitive, and aligned with the overall visual design of the game.

  • Self-Directed Project Management:
    Managed all aspects of the project independently, balancing development with my academic responsibilities. Set and adhered to personal deadlines, tracked progress, and consistently worked on the project after college to meet development goals within the six-month timeframe.

Snake Odyssey 64 (2023)

Platform: PC
Team Size: 3
Project Duration: 6 hours (Game Jam)
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:
Snake Odyssey 64 is a fast-paced arcade-style game developed in just six hours during a game jam, where the objective is to control a snake and consume as many people as possible without crashing into walls or obstacles. The game was awarded "Best Gameplay" at the event, highlighting its engaging and addictive mechanics. The project was completed by a team of three university students, with a focus on quick development and fun gameplay.

Key Responsibilities & Contributions:

  • Gameplay Programming:
    I was responsible for coding the snake movement system, ensuring smooth and responsive controls. Additionally, I implemented the point system, which tracks the player’s score based on the number of people consumed, contributing to the game's core competitive loop.

  • Game Mechanics Design:
    Developed the main gameplay mechanics, ensuring that the difficulty scaled naturally as the snake grew longer and the game became progressively harder. This balance kept players challenged and engaged throughout each round.

  • Award-Winning Gameplay:
    Contributed to the overall gameplay design, which earned the project the "Best Gameplay" award in the game jam. The game's addictive mechanics and balance between challenge and fun were key factors in its success.

  • Collaborative Development:
    Worked closely with two other team members to quickly conceptualize and implement the game within the tight six-hour time frame. We focused on rapid iteration, efficient communication, and task management to deliver a polished final product in a short period.

The Sacrifice (2022)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 1 week
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:
Sacrifice is a dark-themed game developed as part of a university rapid game design module, where a new game had to be created each week for 5 weeks, each based on a different theme. The theme for this project was "sacrifice." In the game, players choose what to sacrifice and then collect blood to summon a demon, with the ultimate goal of summoning Satan. Developed over the course of one week, the game features custom 2D art and engaging mechanics centered around ritualistic gameplay.

Key Responsibilities & Contributions:

  • Full Game Development:
    Independently developed the game, handling all aspects of programming and art creation. Completed the entire project in one week, from concept to final product, balancing creative design and technical development.

  • Art & Asset Creation:
    Designed all 2D visual assets using Photoshop, creating a dark and eerie atmosphere to complement the game’s theme. This included character designs, environment art, and UI elements, all hand-drawn to match the sacrificial theme.

  • Gameplay Programming:
    Developed and coded all game mechanics in Unity. This included the system for selecting sacrifices, collecting blood, and progressively summoning more powerful demons, culminating in the summoning of Satan. Ensured the gameplay was both intuitive and thematically immersive.

  • Theme Integration & Level Design:
    Designed gameplay elements and levels that revolved around the sacrifice theme, requiring players to make strategic choices in their sacrifices and gather resources to advance. Created a system where each sacrifice has a unique effect on gameplay, adding depth and replayability.

  • Self-Directed Project Management:
    Managed the project efficiently, meeting the tight one-week deadline while maintaining a high level of quality in both the art and gameplay design. Organized development milestones to ensure timely completion of each aspect of the game.

Bleach Tapper (2022)

Platform: PC
Team Size: 1 (solo project)
Project Duration: 1 week
Engine & Tools: Unity, Photoshop, YouTube

Project Overview:
Bleach Tapper is an idle game developed as part of a university rapid game design module, requiring the creation of a new game each week over a 5-week period, each based on a different theme. This game follows a cookie clicker style, where players repeatedly tap to defeat enemies and collect souls, which can be used to level up their character and enhance abilities. The project showcases engaging gameplay mechanics within a simple yet addictive format.

Key Responsibilities & Contributions:

  • Full Game Development:
    Independently developed the entire game in one week, handling all aspects of coding and gameplay design. Focused on creating a seamless user experience that encourages continuous engagement through repetitive tapping mechanics.

  • Gameplay Mechanics:
    Designed and implemented core gameplay systems, including the tapping mechanism to defeat enemies, soul collection, and player leveling. Created a balanced progression system that rewards players for their efforts and encourages ongoing play.

  • Asset Integration:
    Utilized online assets for the game's art and UI, ensuring a cohesive visual style that complements the idle gameplay. Integrated these assets effectively into Unity to create an appealing and functional user interface.

  • User Interface Design:
    Developed a simple and intuitive UI that facilitates player interaction, providing clear feedback on tapping actions, soul collection, and character upgrades. Ensured that the interface supports the idle gameplay experience without overwhelming the player.

  • Self-Directed Project Management:
    Organized and completed the project within the one-week timeframe, effectively balancing coding, asset integration, and UI design. Met all objectives for the rapid game design module while delivering a polished and engaging idle game experience.

The Haunted House(2023)

Platform: PC
Team Size: 5
Project Duration: 3 months
Engine & Tools: Unreal Engine 5, Blender, YouTube

Project Overview:
Haunted House Ride is a thrilling arcade-style shooting game developed as a group project at university. Players embark on a haunted theme park ride, where they shoot at targets that pop up throughout the experience, aiming to achieve the highest score possible. The project combines engaging gameplay with immersive environments to create an entertaining experience for players.

Key Responsibilities & Contributions:

  • 3D Model Creation:
    Designed and created all 3D models for the game using Blender, including the haunted house environment, props, and target characters. Focused on creating visually compelling assets that enhance the eerie atmosphere of the ride.

  • Collaborative Development:
    Worked closely with a team of four other university students, contributing to the overall design and development of the game. Collaborated on gameplay mechanics, level design, and user experience to ensure a cohesive and enjoyable game.

  • Asset Integration:
    Integrated 3D models into Unreal Engine 5, ensuring that all assets were optimized for performance while maintaining high visual quality. Worked on textures and materials to enhance the realism and immersion of the game environment.

  • Gameplay Mechanics:
    Contributed to the design of gameplay mechanics, including target behavior and scoring systems. Ensured that the targets appeared in a dynamic and challenging manner, encouraging players to improve their skills and compete for high scores.

  • Project Management:
    Participated in regular team meetings to discuss progress, brainstorm ideas, and address challenges. Helped organize tasks and ensure that the project remained on schedule over the three-month development period.

I was responsible for creating 3D models for the Haunted House group project, ensuring that all designs were meticulously crafted to align with the overarching theme. To inform my model designs, I utilized various mood boards and references from games and films, enhancing the thematic coherence and visual appeal of the project.

3D Modeling with blender

Grey Boxing Levels

This is a grayboxing prototype I created for a level designed for a capture-the-flag game mode in Halo, developed as part of a university module. Below is a video walkthrough of the level, along with screenshots highlighting key areas to provide a comprehensive view of the design and layout.