Hi, my name is Dillon Lynch and I am a designer that has experience with game, virtual reality, and simulation design with a specialization in technical and content design. My passion for design comes from realizing a projects full potential and using every opportunity to grow as a designer. In my spare time I enjoy watching/reading tutorials, programming, and making music.
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Locus Flux is a cyberpunk twin stick on-rails shooter set in a dystopian future. The player takes on the role of protagonist, Johnny, and must take down the all powerful Sun Eater Systms.
Creative Director and Designer
Creative Director: As the Creative Director for the game I am responsible for maintaining its creative vision. I have been able to do this by creating a thorough game design document, reviewing and providing feedback for assets and levels, developing tasks, and playtesting.
Designing: As a designer I've designed the player mechanics, enemy mechanics, powerups, the score system, obstacles, and camera mechanics. I have also designed the gameplay and environment of the second level as well as the environments of the first and third level.
Locus Flux is currently being developed being developed by Sun Eater Systems. Locus Flux originally started out with a team of fourteen people with an initial development cycle of fifteen weeks. Locus Flux is now currently being by four people who decided to stay and work on the game after the initial development cycle. The game is being developed with Unreal Engine 4.
I learned that with a larger team that it is important to constantly stay up to date with all aspects of the project. Missing even a slight detail can cause confusion amongst the team and can cause a snowballing effect. To counteract this, I learned it is important put more trust into my leads when it comes to handling their respective groups and keeping me up to date with their development. Because the leads have been able to oversee their groups so concisely it gives me more time to review assets and different elements of gameplay.
The Train Station simulation was developed by a group of interns at E2i Creative Studio. This train station scene served as the central HUB that bridged together all of the different VR simulations made by by past and present E2i interns. All of the available simulations were made to help lessen the effects of people with Aphasia or PTSD. Therefore, it was also a space where the user can be calm and feel safe. If at anytime the user feels uncomfortable during one of the simulations they could instantly be taken back to the train station.
In the train station scene the user could board a train that will take them to one of the available VR simulations. To board the train the user had to select one of the four picture frames hanging from the back walls. Each frame housed a portrait of a possible simulation. Once a simulation is selected by the the user, a bell rang letting the user now the train was ready to be boarded. The user could then make their way to the train and board it to their destination.
Team Lead, Designer, and Programmer
Team Lead: As the team lead it was my responsibility that the team met all deadlines as well as directing the vision of the experience. By assigning and scheduling tasks I was able to ensure that my team was on track and inscope.
Designer:As the designer my goal was to ensure that a potential user would be able to easy use the HUB as intended but to also create a space for them to relax. I also designed mechanics that would help conveying to the user where to go. The train station was for the most part a soft, warm, white color that soothes the user and isnt overstimulating. The scene is also very quiet with only a few sounds existing in the space. I also an input for the Vive controller where if the user was to double press the hamburger button they would be taken back to the train station regardless of what scene they were in, incase they became overwhelmed. It was also up to me to create design documentation for the game.
Programmer:For this project I programmed a mechanic that would cause certain objects to pulse a yellow color that would be used as a way to highlight where the user should go. With the help of the old programmers code I was also able to program the scene selection, loading new scenes, and automatically opening the doors to the train platform once it was ready to be boarded. I programmed a mechanic where as the user approached one of the pictures the image would go from grayscale to full color. I also implemented and made code necessary for all of the sounds in the scene.
At the beginning of the development cycle the team consisted of three people, a pogrammer, an artist, and myself. The development cycle was 12 weeks and we developed with Unity and the HTC Vive. This development cycle was especially challenging as I was working on another project for E2i, was the sole designer for both projects, had to become the sole programmer for the "Trainstation" scene after the programmer for that project left. I also had to teach many of the fellow interns how to use Unity as many of them had little to no experience with the engine.
Once our programmer had to leave the team I became responsible for all of his programming tasks. I had to adapt quickly so I could not only get all of my work done but to also learn all of the code the previous programmer had made. Understanding his code and making it work with the new code I was developing was a daunting task but a rewarding one as I was able to learn a lot about reverse engineering code as well as improve my critical thinking and problem solving skills.
Another obstacle that I overcame was creating design documents for bot projects. I had to be incredibly clear and concise as to make sure everyone on both teams knew what the vision for their respective projects was. Juggling these two documents, making sure everyone was on the same page, as well as making sure the designs themselves were satisfactory was imposing, however the team was depending on me and I also wanted to make the simulations the best they could be.
During this development cycle I learned how to help others learn how to use tools and concepts they were unfamiliar with. Many of the other interns did not know how to use Unity and it was up to me to teach them various different aspects of the engine. I would also impart to them different design techniques and practices that they could use to improve their assets.
This simulation was designed to facilitate communication for patients dealing with aphasia through the use of virtual reality. The scene was designed to be beautiful, interesting, and unique, to create a sense of awe and wonder in the user. The project was a single single scene within a larger project. The scene consisted of three different islands that floated in the sky. By sending the user to this new and fantastical world, they will forget about the struggles that their affliction has burdened them with and give them a place to escape to. By no longer having to focus on their disorder their will be less pressure on the part of the brain that affects their speech, thus helping them become more relaxed and lessen their aphasic symptoms.
Designer and Programmer
Designing: Designing: On this project I was responsible for developing the design document, designing the companion ai, how the user was to traverse and get to each different island. Designing the companion ai was a large part of my overall responsibilities for the project. The purpose of the companion was to help convey to the user where they should be doing, what they should be doing, and to also give the user company.
Programming: For programming my responsibility was the companion ai. Different aspects of the companion included following the player, interacting with objects in the scene, displaying emotion during specific events, and makings sounds that corresponded with different actions. Getting the companion to follow the user was especially hard since tracking the user directly caused the companion to violently flail around the scene. To fix this issue I made a program where instead of following the user, the companion would moved towards a trail of invisible game objects that were instantiating behind the user has they moved. The companion would travel to the most recent game object that was instantiated.
The project was developed by the interns working for E2i Creative Studios from January to April of 2018. The team consisted of six people and the development cycle was 12 weeks. The simulation was developed with Unity and the HTC Vive. As one of the few interns that had experience with game design I was the also the most experienced with Unity, therefore when people needed help using the engine they would come to me. It was imperative that I got them up to speed with the engine as I was the only designer on a team of mostly artists and one other programmer.
I learned how to instruct my fellow team members adequately so that they could be greater assets to our team. By teaching others I in turn grew as a developer as it strengthened my communication skills as I had to be very clear with my instructions so that others would not become confused.. I also learned to take advantage of my situation and learn as much as I could from my teammates as well as the full-time production team that worked at E2i.
Final Contingency is a 3rd person shooter, where the player must repair a giant robot as it defends the city from aliens. The player has a special gun beam that can fix damaged parts of the robot when fired upon within a certain range. The player can get in range by using magnet boots that let the player walk on floating platforms that are placed around the robot. If the robot is able to survive long enough it will destroy the opposing alien and thus saving the city.
Producer and Programmer
Producing: Leading the team by making schedules, assigning tasks, and making sure we were on track for every milestone. I also wrote the team contract and was a co-presenter for the game when we showcased the game publicly.
Programming: Developed code for the changing gravity mechanic, the camera, player movement, targeting system, the damage gun, the healing gun, enemy ai for the smaller enemies, and enemy spawning.
Final Contingency was developed by Team Kaiju Robots, a six person team. The development cycle was eight weeks long and was developed with the Unity game engine.
I learned how important communication and proper scheduling is to a project. To make sure my team was on track I made a schedule for every milestone while also checking in with each member of the team often to make sure they were on top of their respective works. I also learned when it became necessary to limit the scope of a game.
Originally in the game we wanted a mechanic that would allow the player to be able to walk on the surface of a giant robot by using magnetic boots while the robot fought a giant monster. I learned that this mechanic would take an incredible amount of time to finish, so to cut down on the time I made the decision this mechanic needed to be redesigned. I pitched the idea to my team that the player could walk along special anti-gravity platforms that surrounded the robot instead. By making this change it saved my team a tremendous amount of time that we were then able to allocate to other important tasks without hurting the end result.
Dying Breath is a detective adventure game where the play can collect clues, interrogate suspects, and use special "Intuition Pills" that heighten the senses in order to track down the culprit of a murder. The player plays as Detective Wells, and investigator who just arrived at City Hall, the scene of the crime.
Dying Breath features a robust dialogue system with branching paths depending on the players actions. While investigating the player can use "Intuition Pills" that let the detective had heightened abilities such as being able to increase interrogation abilities, being able to sense where clues are, and being able to hear a dead victim's final words i.e their "Dying Breath".
The game also had multiple endings that derive from the players actions in the game.
Producer, Programmer, and Designer
Producing: Wrote the team contract, main presenter for major public showcases, developed the schedules, assigned tasks, oversaw all aspects of development, facilitated team meetings, and made sure that deliverables were delivered on time.
Designing: Designed the concept, mechanics for taking a pill, the Ui for the pill mechanics, Ui for taking damage in the focus minigames, conveyance of adding notes to the notebook, particle system that surrounds victims, camera panning, interrogation, multiple dialogue options, technical design, and hearing a victims dying breath.
Programming: Developed code for the notebook menu system, notebook Ui, clue detection, pill Ui, loading screen, secret room puzzle, camera panning, main camera, player movement, and dying breath mechanic. hot and cold mechanic for the highlight shader.
Dying Breath was developed by Eclipsicle Studios, a team of nine people with a development cycle of fifteen weeks. The game was developed with the Unity game engine.
I learned how important it is to develop the vision for a game early on it its development. I learned that having a strong vision will help to not only stop drastically changing the vision and the scope of the project but to limit adding additional features that can take up valuable development time. It will also help with keeping the team focused as well as keep them from becoming confused.
I also learned how important it is to delegate responsibilities to other leads. By taking on to many responsibilities it increases the chances of spreading myself thin. By properly delegating responsibilities I can focus better on producing and helping the project and team
Boss Run is a 2-D arcade style shooter. In Boss Run you play as a nameless employee who must risk their life in the city collecting coffee to keep their job and keep their boss happy. After you've collected enought coffee chuck it at the boss so you can get back to work!
Boss Run features a multiplayer mode where where players can face off against friends and try to get the highest score.
Players can also play as either a male or female employee.
Designer and Artist
Designing: Designed level themes, level structure, game narrative, and technical design.
Art: Player's car, enemy cars, car level background, and garbage truck.
Boss Run was developed by Team Robot Scorpion, a team of three people. The development cycle was fifteen weeks and the game was developed with the Unity game engine.
For this project I learned more about how to develop the aesthetics of a level and overall feel for a game. When writing the design document for this game we decided to have the game take place in a modern setting. We agreed to have a city as our environment with each level showing a different part of the city. For example, the rope swinging level takes place in a construction site, the car level takes place on a busy city street, the jump and duck level takes place in the downtown area, and the boss level takes place in a suburban area with the city skyline in the distance. This aesthetic mixed with our narrative of having to pick up coffee for your boss created a very rich and immersive experience.
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