SAM WHITFIELD
GAME DESIGNER
ABOUT
I am a game designer, recently graduated of Game Development: Design BA (Hons) at Falmouth University.
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I have both experience working in multi-disciplinary teams as a designer and leading them as a project manager, with a high level of Agile practice throughout. Any and all projects I undertake I have done so with the utmost professionalism.
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Ultimately I am a passionate creative, with a spark for games and the design of them. I wish to create memorable experiences and evoke emotion from all who consume my works.
CONTACT

PROJECTS
MINDSLAYER

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Responsibilities: As project manager/team lead I was responsible for keeping on top of our Agile practice and organising our use of Trello. As the lead designer I undertook level design, mechanics design, and also I was responsible for coming up with the game concept.
Team size: 10 members
Development time: 9 months
Tools: Unreal Engine 5, C++, Git, Adobe Audition, Adobe Premiere Pro
CATHARIUM

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Responsibilities: As one of the project managers/team leads on this team, my job was to share the responsibility of Agile practice with another in alternating sprints. As a designer I was responsible for the design of puzzles, as well as the design of the final level.
Team size: 10 members
Development time: 6 months
Tools: Unity, C#, Git, Adobe Audition, Adobe Premiere Pro
DAEDALUS

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Responsibilities: As the project manager/team lead I was responsible for introducing a group of first year students to proper and effective Agile practice. As a designer I was responsible for some of the level design, UI/UX design, and the design of the systems, including the vision pulse mechanic.
Team size: 5 members
Development time: 6 months
Tools: Unity, C#, Git, Adobe Premiere Pro
BPM (beats-per-minute)

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Responsibilities: This was a solo project in which I aimed to design a rhythm based beat 'em' up experience. I designed all systems, characters and world. In particular my focus was on identifying a unique, untapped space in the market for rich character design with narratively linked mechanics.
Team size: 1 member (myself)
Development time: 3 months
Tools: Adobe Photoshop, Adobe Acrobat, Google Docs
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H.I.T. (heroes in training)

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Responsibilities: This was another solo project in which I designed and documented a platform fighting game. For this project I focused more on the side of narrative design, with the document itself serving as a worldbuilding document first and a GDD second.
Team Size: 1 member (myself)
Development time: 3 months
Tools: Adobe Photoshop, Adobe Acrobat, Google Docs