Game and media projects

Whilst studying at the University of the Arts Utrecht (HKU), Timothy developed a deep understanding of interactive media. Please read further for a brief overview of some of his projects. 


Name and project details

Game Dev: Horror Crunchulator (2019) is a first-person horror comedy game that is designed to serve as a satire of the game industry’s ‘crunch culture.’ The player assumes the role of a junior game developer and is confronted with ‘the inescapable terrors of working in the games industry.’

The game is set in an abandoned games studio where the player must find clues, solve puzzles, and collect items to uncover the fate of its missing employees.

Project type

Student game project. 

Roles

Game designer, scripter, and writer. 

Responsibilities:

  • Pitched the original game concept and collaborated closely with a Game art and Audio design student to build a believable setting;
  • Modified an Unreal Engine first person template and scripted the full game;
  • Designed puzzle mechanics and the level layout;
  • Wrote the game narrative and directed a British voice actor;
  • Created marketing materials, including trailers, social media posts, and flyers. 

Highlight

  • A playable game demo was published on Itch.io. 

A short launch trailer of Game Dev: Horror Crunchulator.

A full walkthrough of Game Dev: Horror Crunchulator  — 12 mins.


Name and project details

The Seminary of Sight (2019) is a cosmic horror game inspired by the literary works of H.P. Lovecraft. The player assumes the role of Alexandra, a priestess, who is transported to a temple in outer space where she must outlive a series of deadly trials. 

The player must traverse an ever-changing environment, solve visual puzzles, and survive challenging strealth segments.

Project type

Student game project. 

Roles

Director and writer. 

Responsibilities:

  • Pitched the original game concept and assembled a team of highly-skilled game development students; 
  • Established the project’s core pillars and collaborated closely with members from different departments to maintain a shared vision; 
  • Wrote the game narrative and directed American voice actors; 
  • Documented narrative lore and design rules in Nuclino (internal Wiki);
  • Implemented text and voice overs using Unreal Engine; 
  • Directed, wrote, and edited the cinematic announcement trailer. 

Highlight

  • Selected for exhibition at the 2019 Imagine Film Festival in Amsterdam. 

The cinematic announcement trailer of The Seminary of Sight. 

A walkthrough of a segment of The Seminary of Sight. 

Environmental storytelling in The Seminary of Sight. 

Answering audience questions at the 2019 Imagine Film Festival. 


Game design internship at Guerrilla Games, Sept 2017 - Jan 2018

Project 

Horizon: Forbidden West.

Department

World design.

Role

Game designer.

Responsibilities:

  • Independently pitched and designed concepts for interactive player encounters that follow the studio’s creative and technical parameters;
  • Developed digital prototypes using in-house development software to demonstrate the effectiveness of design concepts;
  • Collaborated closely with professionals across different departments for content creation purposes.  

Gameplay trailer of Horizon: Forbidden West.


Name and project details

RSVP (2018) is a narrative-driven mobile experience that is designed to encourage players to engage with migrant cultures and perspectives. 

The game consists out of two distinct environments: a text-based setting, in which the player can communicate with friends and make choices that will affect the story’s outcome, and an augmented reality room, where players can turn their phone to change perspective and interact with culturally significant objects. 

Project type

Student game project for an external client. 

Roles

Game designer and writer.

Responsibilities:

  • Collaborated closely with team members to design game mechanics and develop a compelling setting;
  • Wrote a nonlinear game narrative using Twine;
  • Liaised with client and stakeholders;
  • Hosted a focus group session with a mixed group consisting of migrants and Dutch nationals.

Highlight

  • The client expressed interest in commissioning an extended version of the project. 

RSVP’s nonlinear text system.

RSVP’s interactive augmented reality environment.


Name and project details

Lantana VR (2017) is a Dutch virtual reality thriller designed to encourage players to sympathise with people suffering from mental distress and personality disorders. 

Lantana VR is a two-player experience in which each player is provided with an Oculus Rift headset, allowing them to access a virtual flat. They must interact with environmental objects to solve puzzles whilst the character they play is experiencing symptoms of a mental breakdown. 

After completion of the VR segment, the headsets are removed and the players are introduced to a psychologist — played by a real-life actor — with whom they can discuss the experiences of the game.

Project type

Student game project. 

Roles

Game designer, writer, and team lead. 

Responsibilities:

  • Hosted stand-up meetings and tracked the team’s progress; 
  • Researched VR technology and established a set of design rules; 
  • Collaborated closely with interdisciplinary team members to design game mechanics and create a compelling story;
  • Wrote the game narrative and directed Dutch actors; 
  • Directed, wrote, and edited the announcement trailer. 

Highlight

  • The project received the ‘Hybrid Space Prize’ from the University of the Arts Utrecht (HKU). Judges praised the experience and called it an excellent example of how innovative technology can be used to create immersive narrative experiences. 

Announcement trailer of Lantana.

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