JASE MARSH

game designer

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Me, Myself & Die

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​Role:    Project Lead, Gameplay & Puzzle Design, UX

​Engine:    Unity
Team:    8 people
Time:    14 weeks, August-November 2020

Project Goal:    Create an engaging and fleshed-out puzzle game for a casual audience.
An isometric puzzle game for Android & PC. Orchestrate your death, then use the resulting blocks to access new areas!

Me, Myself & Die is an engaging puzzle game built around a novel mechanic: dying leaves behind blocks that can be climbed up or bounced on to access new areas. In each level, the player must find ways to position these death-blocks to reach the level's exit and progress further through an Egyptian tomb.

A key design problem in this game was working with a fixed isometric perspective, building engaging puzzles in 3D space without sacrificing the player's visibility. Working with touch-screen movement as the only input was also a challenging experience, which forced us to pursue elegance and depth in the game's mechanics to provide challenging puzzles for a casual audience.
Matt Solle – gameplay & puzzle design, UI
Dean Subritzky – replay value, puzzles
Martin Widdowson – technical artist
​Sie McEachern – concept artist
David Flintoft – programming
Yan Parums – music
​Lachlan Willacy – audio SFX
more information
Get it on Google Play
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Sheer

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​Role:    Gameplay & Puzzle Design

​Engine:    Unity
Team:    2 people

Time:    5 weeks, April-May 2020

Project Goal:    Create an abstract game with no recognisable setting, no text, and no instructions of any kind.
A puzzle game of impossible structures – walk on walls and create your own route through a world of Escher-inspired architecture.

Sheer is a game of exploration and discovery, as the player finds their way through the game's architectural puzzles. Given freedom to arrange 'impossible' objects in any order, depth, or rotation, the player creates one of many possible solutions to each puzzle, with the pathways they build becoming an exercise in not only problem-solving and lateral thinking, but also self-expression. A particular challenge with this project was promoting this ethos through puzzle design: each puzzle needed to be solvable in many ways, while still retaining both challenge and individuality.

Perception is reality: surfaces that appear contiguous are connected, even in violation of 'real-world' physics. As the player moves objects, they align surfaces to make and break Escher-style connections and pathways.

Sheer was created in five weeks with Dris Hunt, who programmed the game, created all of its art, and assisted in gameplay and concept design. At the end of 2020, we will be returning to this project and building Sheer into a more complete and fleshed-out game.

more information

D&D Homebrew Materials for 5th Edition

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D&D 5th Edition has some problems. I've attempted to fix a few.

I can never resist an intriguing design puzzle! I've reworking some of the sytems in D&D 5e in an effort to address their problems.

Completed:
  • Encumbrance system – relevant & easy to calculate
  • Exhaustion system – tied to hit dice, fixed Berserker subclass
  • Magic item system – improved balance, scaling, & economics
In Progress:
  • Naval combat system – ship-to-ship combat, without slowing down play
  • Exploration system – 5th Edition's "missing third pillar"

Other materials: a new player class, and a campaign guidebook

​Completed:
  • the Vitallier class – a CON-based full-caster; spells cost max. HP
In Progress:
  • Medwen Campaign Guide – sourcebook for an original world with a rich history, including The Westvald War, an adventure for levels 5-12

Available for free at The Homebrewery

more information
Contact Me!
​​xyptero@gmail.com
linkedin.com/in/Jase-Marsh
twitter.com/Jase_Marsh
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  • Home
  • Portfolio
  • Writings
    • Rules & Ramblings
    • Project Updates
  • Contact