MirrorBound
“MirrorBound is a Zelda-like action adventure where you swap between your real and reflected self in combat and exploration”
My work on MirrorBound covered a variety of areas across design, technical development, audio, and visual implementation throughout the project:
- Level Design: I developed levels from initial concepts through to fully realised playable spaces, iterating on layout, gameplay flow, encounters, and player experience.
- Combat & Enemy Design: I contributed to the design of the player's ability kit, enemy behaviours, combat encounters, and progression throughout the game.
- Visual Effects: I created the game's VFX across combat, movement, abilities, environments, and other gameplay elements.
- Unity Implementation: I worked extensively in Unity implementing animation, tutorials, gameplay systems, effects, and other in-engine content.
- Audio Implementation: I worked closely with sound designers and our composer to integrate audio, set up events, and develop supporting audio systems and functionality.
- Programming Support: I provided programming and technical support across gameplay systems, tools, debugging, and general polish throughout development.
- Build Server Improvements: I completely refactored our automated build pipeline, improving its reliability, performance, and ease of use for the wider team.