Mechanics Design
DESCRIPTION
Here are examples of Game Design Documents I have completed for a range of projects I have worked on.
YEAR
2024-2025
Boo's Farm

For Boo's Farm, I designed a range of mechanics and then implemented these in C++ and Unreal Engine Blueprints.
The player could plant crops, using a hotbar to switch the type of seed being planted. After a growing timer, the plant would mature and start to shrivel, indicating it needed watering. If the payer then interacted with the play holding the watering can, the plant would continue to grow to full size, where it could then be collected and harvested.
Harvested crops were added to the player's inventory, where they would then sell inventory entries for money at a selling bin, with an editable conversion rate.
Hunt The Witch

The main mechanics I worked on for this project were the NPC interaction, which brought up the dialogue UI and started the player's interactive conversation with the NPC.
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Dialogue paths would change based on responses, and then save depending on where the player left the conversation and came back to it. I tried to make conversations as realistic as possible by allowing NPCs to change responses, remember players' previous choices and also get annoyed/ change responses based on how many times a player spoke to them.
Systems Creation

From multiple games I have worked on, Ive developed a range of mechanics that are vital to a lot of game genres.
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These include items such as health and shield pick-ups, potions which give player effects, puzzle items and door keys.
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Ive explored damaging actors such as AI enemies, turrets and weapons.
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A lot of the projects I've worked on have involved me creating basic interactive systems, and I am familiar with Unreal Engine when it comes to the creation of mechanics.