Simon Wagg

Design and Code for Games

Live/Wire

Live/Wire is a multiplayer competitive FPS, which features fast mobility and a unique ammo management system. 

 Roles: Lead Design and Sound, Code   When: 2020 – 2021                         Software: Unreal, FMOD, Ableton, SunVox

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Live/Wire is a multiplayer competitive FPS centered around player mobility and unique ammo management mechanics. Each player is equipped with a power cable which is used grappling around the stage and charging their battery-powered weapon. 2 teams of 4 duke it out in a large city square, competing to get the most kills. 

In earlier stages of development, we planned to have more diverse, sports-like game modes where players would have to work as a team to score points and deal with obstacles that required more than one player to overcome. These concepts were removed due to time constraints on the project.

Crypt Card Game

A prototype of a physical card game in digital form for a client. Players collect items and relics to confront boss monsters while competing against each other.

Roles: Code, UX/UI Design, Sound      When: 2022                            Software: Unity, Affinity Designer, Ableton, SunVox

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The Crypt Card Game prototype is a physical card game designed by Petie Mata, my client and my tutee.

The object of the game is to collect 3 Souls before the other players do. Players do this by selecting a hero archetype and entering an area of a dungeon filled with monsters. players collect items, relics, and pets to build their characters power and defeat the boss of that section, giving them a soul.

My roles in this project were to lead and facilitate the development and design of the digital version, while also teaching about the game development process and principles.

Prosper Springs

Prosper Springs is a narrative-based rail shooter where they player can use their hand to pick up and interact with objects. 

 Roles: Design, Code, Art, Sound   When: 2019                         Software: Unity, Illustrator

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Prosper Springs puts the player in the shoes of a bank robber; He’s hired a rag-tag crew with a false advertisement and has planned out his heist in order to steal from the man who killed his father. But is this act worth the lives of your innocent teammates?

This is a first person rail shooter experience where the players main interactions are with the main characters hand; players can pick up and use objects in their reach to use to deal with enemies, interact with Rube Goldberg machines, and save the lives of your fellow bank robbers. The player is presented in scenarios where they need to defend themselves, while also figuring out how to defend their teammates as they carry out phases of the heist; If a teammate dies, the route the player takes will change.

I developed this project by myself for the Game Tech II and Interactive Storytelling classes at Champlain College, it is currently unfinished. 

Hyperlace

Hyperlace is a short but challenging puzzle game that tests your spatial reasoning and creative problem solving. Using a line-drawing shuttle, change colors and fly through gates in order to complete the tasks before you.

 Roles: Design, Art, Sound, Code   When: 2018                         Software: GameMaker, SunVox, Illustrator

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The main challenges I faced when designing this game was the level progression and the initial tutorial sections.

A personal goal that I set for myself was to create a tutorial with as little language as possible, to both make the game accessible to people of differing languages or reading abilities, as well as getting the player actually performing the actions necessary to the game. I decided on creating a bunch of short introductory levels to ease the player into the movement, then gradually adding on mechanics and challenges that reinforce their decisions to move around. This meant that the levels really had to start from the bare bones, as well as create situations for players to make mistakes. 

I approached this by listing out the order of thing players would need to learn to understand the constraints of the mechanics; Moving on the grid, looking for goals, line collisions, and the properties of changing colors were the main lessons needed to experiment with their relationships. I ran through many iterations on the first 7 levels of the game, while having other students test to make sure that the intro was clear to new players. 

I’m Simon, a creator who’s interested in making digital art and experiences. 

For as long as I can remember I’ve been messing around and making things on the computer; Starting out with making some simple songs with a MIDI writing program, to tinkering with games and code, and eventually mixing the two.  Exploring digital arts and creating compelling experiences is what I’m all about, I love to learn about new technologies and apply them in all sorts of ways.

If you wanna get a hold of me, you could shoot me an email at SimonWaggDigitalArts@gmail.com!

Thanks for visiting!