I'm Owen, a UX designer and software information
system specialist, located in Brisbane, Australia.
Over the past few years, I've worked on projects
in the fields of web development, game design,
and cloud computing. I love exploring ux and games,
as well as developing technical solutions to complex
problems.
With my vast skillset and experience both as a leader and worker,
I believe I can bring value and connectivity to any team.
Slimecat was a game designed in 2 weeks for the 'EQUS QUANTUM GAMES COMPETITION'. I was tasked with creating a game that made use of quantum mechanics. This led me to create a physics-based puzzle game in which users could apply quantum effects to objects in the level. This went on to recieve second place, and a $500 prize. A post about the award was made on their website here
Crimey Boyz is an asymmetric party game designed for a researcher at the University of Queensland. The purpose of the game was to create an environment where a player's actions could be used to determine if they were acting selfiish or altruistically. My role in the project was as the scrum master, where I maintained contact with our client, facilitated meetings, and managed team work distribution. While doing the project, I exclusively worked on game's design and implementation. This included conceptualisation/balancing, game art, and gameplay programming.
The files for this project are now publicly available on github under the MIT license here.
Get the Heck Off Mars was a 50-person project designed as a multiplayer strategy game where players would compete for resources to get off a meteor-doomed Mars. My primary role in the project was as Art Director, where I was in charge of 7 artists. As the art team suprisingly had no experience with code or art, this was an extremely difficult role. After testing their artistic aptitude I eventually fell on the idea of 3D models, where I created a series of templates (such as game tiles) for the to develop from, and a set of wiki pages to explain how to make art that fit the game's style. Once this was done, I communicated with other members of the studio to determine what art was being waited on. Occasionally I would also fix bugs that other members of the studio were unable to solve. This allowed me develop a very broad range of skills.
Unfortunately, the game was not able to meet completion, and thus the studio's tutor never made a public release. That being said, if you have any questions regarding this project, don't hesitate to contact me.