LIAM NORMAN GAMES DESIGN PORTFOLIO
Leveling Designs Virtually

Solasta Mod Pack
Solasta is a game developed by 'Tactical Adventurers' in 2021 that has a built-in map maker. Using this map maker I created a series of adventures that spanned a whole campaign, leading to being a top hit within the first week of release on Steam Workshop.
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With this project I wanted to succeed in three clear goals:
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To create a fun and exciting experience for players
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Balance fights adjacent to player levels
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To ship a finished project that stays within the projects initial boundries.
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As the only developer on this mod I had to account with all things relating to the development of the project. Big thanks to 'Tactical Adventurers' for their in-engine mod maker.

Parallel
'A war between man and Alien breaks out in the streets, who's to say is right' This is a project I worked on in my final year of University that had me push my skills to the limit. I set myself up with certain goals that I wanted to achieve:
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To learn how to balance a game around co-op/Multiple players.
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Create a Gamemode that is interactive with players.
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Develop a believable world.
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My main roles within this project were:
Level Design, Core Gameplay, and Multiplayer Testing.

Night Light
Night Light is a Horror game I developed with a team for my 2nd year at university. Night Light was my first experience with development within Unreal Engine 4. Working with a new engine was rather difficult at first but the challenge in itself made it all worthwhile. My Design goals for this project were to:
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Create a believable world for the player whilst playing with their imagination.
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Design puzzles that are fun and interactive to work with.
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To create ideas in-engine that push the boundaries of my inexperience.
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My main roles were in: Gameplay Mechanics, Level Design

Ascent
'Ascent' was my first ever dive into working on a team-based development project, alongside learning new things in the Unity Engine for my first year at University. I have had previous experience with the engine before but not at the scale and speed that we worked at. The new experience was challenging but I had several goals in mind:
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To push my knowledge of the Unity engine so that I can push the project further.
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To create a fun stable product.
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To develop team-based skills.
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My main roles for this project: Early prototyping, Level design.