Welcome to Jennifer Sandercock's game design portfolio...

On these pages you will find my game design portfolio, including related interests. This home page can be used to link to the major projects that I have been involved with. Otherwise, you can use the links above to go to a specific phase of project development as follows:
The other creative outlets page showcases work I have done in other related fields, which often gives rise to inspiration for games.
The theme of the website relates to brooches that I collect and wear. Note that I both buy brooches and make my own. I have created all of the images you will find on the following pages, except where noted otherwise. This portfolio is constantly being added to, so if you have any problems accessing content, please contact me.
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Every month for the year 2013 I will be posting a new implemented gameplay mechanic. Some of these mechanics are in their own dedicated game, some will be built upon to make more complex games. The goal behind this project is to encourage diverse thinking and to practice implementation. Go to the gameplay mechanic a month project page to see all of the mechanics or simply select one of the gameplay mechanics shown below.
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Knowledge Quest |
I worked as game designer/associate producer for Media Saints on a game called Knowledge Quest in association with Jacaranda publishing. The game is targeted at teaching English to Australian high-school students in Years 7 and 8 (12-14 year olds). The game features innovative mechanics that link platforming gameplay directly to learning educational concepts. The promo video below demonstrates the main features of the game.
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L.A. Noire |
I was part of the design team at Team Bondi in Sydney. While I was there I worked on the game L.A. Noire, which is now available on XBox 360 and PS3 from Rockstar. Watch the embedded gameplay trailer for an idea of the type of work I was doing and go to the L.A. Noire website for more details about the game. I was most heavily involved in the Patrol Desk - the tutorial levels that you play at the start of the game. The game has been getting good reviews, as can be seen from its metacritic rating.
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| A game created for the 2012 Global Game Jam based on the ouroboros (a symbol representing the cycle of life, death and rebirth). Search for your soul mate, breed with them, create a child, then find your child's soul mate. There are two play modes: reality and denial. In reality, you have a biological clock that is ticking. So you only have a limited amount of time to find your soul mate. In denial, you have all the time in the world: the cycle never finishes and the game ends when you choose to end it. Created by Team Mate: Pouya Aflatoun (art and design), Clinton Shepherd (code and design), Michael Theiler (audio and design) and myself (design and production).
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Lucifer Disastrous, aka Lucie, is an evil vet trying to live up to the expectations of her infamous father, Dr Dr Disastrous. Unfortunately, most of Lucie's actions end end up as good deeds. Join Lucie in this classic point-and-click adventure game as she explores the sides of good and evil in the small town of Darklight. Created in Adventure Game Studio with the assistance of Saul Alexander, the demo can be downloaded from the Vet Lucie Disastrous home page.
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Fashion Police: The Game is about correctly identifying outfits as "hot" or "not". It's also a community where you can send in your own outfits and use your opinion to change what's set as "hot" or "not". Try to get a high score by getting as many points as possible (annihilation game) or clearing waves of outfits from the room as quickly as possible (time trial game). This game was created entirely by me using Lua, LuaSocket (voting data) and the LÖVE 2D engine. This game is an adapted mini-game from the Style Rules for You game idea that was developed (see below).
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This mini game was built with Microsoft XNA (XNA Creators club). In the game you need to clear the snowflakes at the bottom of the screen by matching to a snowflake at the top. Matching is initially based on colour, after some matches, the matching method switches and becomes based on shape. The matching method continues to switch throughout the game, creating a challenge to remember which method to use within the time limit allowed. Although the rules of the game are simple to learn, matching based on shape and changing match methods can be quite challenging, leading to an engaging game. Read more...
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Every week for a year, between October 2009 and October 2010, I posted a new game idea. Some of these game ideas have gone on to get implemented, others will be implemented in the future. The goal behind the project was to encourage creativity and quick thinking. Go to the idea project page to see all of the ideas or select one of the showcase game ideas shown below.
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Look and feel better, without a diet, by discovering which clothes suit you. This project is a sample pitch document including an overview, business and marketing plan and a preliminary design document. The game helps women learn which clothes suit their body shape by using mini-games with characters that look like the players. Feedback is given so that women can learn and improve their clothing choices. The mini-games ask the player to pick a style disaster from style success; finish off an outfit; find out what's wrong with an outfit; or work out what body shape an outfit is best for. The Fashion Police mini-game has been implemented and is available for download (including source code), see the Fashion Police Home Page for more details. Read more on Style Rules for You...
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In this print 'n' play card game YOU are a world leader. How will you be remembered? Build your Legacy with Banks, Monuments and Parades. Build the same type of Legacy for extra points. Watch out, other people can destroy your Legacy! This simple to learn game involves collecting resources, destroying your friends' Legacies and trying to build a consistent Legacy to be remembered by. I handcrafted the entire game from the game rules to the card designs. Read more...
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In 2009 I completed a Masters Thesis (by Research) at RMIT University in artificial intelligence (AI) for game characters. The title was "Using Adaptation and Goal Context to Automatically Generate Individual Personalities for Virtual Characters". The work focused on using simple techniques inspired by psychological theories of how we make decisions to automatically develop different characters from the same starting personality template. My thesis page gives an overview of the entire project which included building a game and testing the theory within this game.
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The other creative outlets page contains work that I have created that may not directly link into any specific game project, but influences my game design process. There are textiles and crafts that have been inspired by games and photography.
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