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Kevin Valles

Game Designer

Welcome to my game design portfolio! Here you will find a collection of my work as a game designer, including game concepts, design documents, and playable prototypes. Browse through my projects to see my design process and the games I've created. Thanks for visiting and I hope you enjoy your time here!

Project: Mantic0re

Capstone / Senior Project

Project Manticore is a first person action game. It was built as a team of four game design students as our capstone project. It was the product of months of work and integrating assets from other audio and art students. This game features five levels, platforming, combat, and character progression elements.

In a dystopian future where humanity has been reduced to living in a single mega structure, you are the product of the secretive 'Project: Manticore', in which the governing body was creating super soldiers to police the remaining population. You wake up, your free will returned. Your goal is to find out more about your creation and find a way to put a stop to the creation of more soldiers like yourself.

Roles:

Game Designer

  • Created melee combat system

  • Created ranged combat system

  • Created enemy AI combat and pathfinding

  • Created powerup and leveling/shop systems

  • Created audio log system

  • Created game manager system to handle most core game functions such as loading levels, stats, pausing etc.

Level Designer

  • Created Level 1, serving as a tutorial for the game.

Play the game

Gameplay trailer for Project: Mantic0re

At Dawn

Course Project

At Dawn was created as part of a course in which we were given a theme to create a game around. The theme for this game was “This happens every day”. With this in mind I created a game with a groundhog day type scenario, where the same day plays out over and over again until the main character can find a way to escape this loop.

At Dawn is a top down twin stick shooter, with multiple weapon types and character progression via a leveling system. The multiple weapons were designed with the intent to have players be forced to use different weapons against the various enemy types; creating gameplay where the player must quickly choose which threats to deal with first and swap weapons accordingly. Each day the waves of enemies are the same giving players a chance to learn from their previous attempts and improve on them. The other skills the player can level up are intended to allow even the least skilled players to eventually win.

This was a solo project, with all the gameplay and scripting done by myself, with the art assets coming from a premade asset pack.

Play the game

Gameplay trailer for Project: Mantic0re

SCRAPS Level

Level Design Project

SCRAPS was a project where we were given a functional game and tasked with adding a level to it. This included taking the level from concept to completion. This also meant scripting level specific mechanics for the game, along with integrating it with other student levels to create one continuous game.

This project involved taking the level idea from a simple bubble diagram, to a more fleshed out level map, and finally to a final level replicated in engine. Most of the early level design was quick prototyping and level building before eventually replacing those assets with more final versions at the end of the project. This level was intended to be an early level in a game, serving as a tutorial. As such, the mechanics introduced were simple, and served to build the players core mechanic skills, platforming and manipulating objects.

Roles:

  • Level designer

    • Created level plan, mechanics, and gameplay setups

    • Created environment surrounding the play area

    • Created mechanics for snapping objects into place to serve as platforming sections

    • Created mechanics for picking up items and placing them in key areas to advance

    • Created initial level assets for quick prototyping

Level Walkthrough

Picnic Table (Maya 2016)

3D Modeling Project

This was a short project to create a picnic table model in Maya 2016. The goal of this project was to create a model with given specifications, but after completing that I decided to improve the look of the project by creating a small environment, and increasing the visual fidelity of the final renders. I finished it off with a short animation showcasing the completed product.

Environment Showcase

Palace Patrol

Course Project

This project was the product of a task with a simple requirement, creating a game that used vectors. With this task in mind I created a 2D wave defense game. Vectors are used to handle both the player shooting and enemy movement.

Palace patrol is a wave defense game where the player must defend their castle from approaching hordes of enemies. The gameplay is fairly simple, point in the direction of the approaching foes and click to fire. The player must quickly transition from enemy to enemy to stay ahead of the incoming threats. If the player is too slow, the enemies will reach their walls and begin to destroy their palace. The game has a few short levels with varied enemy types and backgrounds.

As a solo project I was responsible for all the gameplay and scripting. The art assets were from a free asset pack.

Play the game

“Hello, I’m Kevin, and I’m a Game Designer”

Based in Auckland, NZ, I graduated from Full Sail University with a Bachelors in Game Design. I achieved a 3.9 GPA and received a Course Directors award for Interactive Design. I am very familiar with Unity and C#. While my main focus is Game Design, I am also well versed in level design, 3D modeling, Microsoft Office, and video editing.

I am very passionate about creating engaging and unique gameplay for players to enjoy. In my projects I try to create gameplay that will make players think and approach the game in a new way. As a life long gamer I have plenty of experience with what works and what doesn’t, and I am looking forward to making my mark on the industry with design ideas that are carefully crafted to deliver just the right experience.

I am a natural leader, and understand what it takes to create a functional unit. This has served me throughout my game design degree in knowing when to step up and get things moving forward, and when to stand back be and asset to help the team move in the right direction. This has also served me throughout my life, either taking charge when required and making sure that as a team things are getting done in an efficient and organized manner, or helping others in making sure the team is working well together. This even extends into my personal life where I have led a successful 20+ person competitive gaming team for many years.

When I’m not working, I love to play all sorts of games. I aim to play all kinds of genres of games, from shooters to MMO’s to board games. I enjoy travelling and photography, and spending quality time with friends and family.

Here are some of the games I am currently playing:
World of Warcraft

Old School Runescape

Forza Horizon 5

Escape From Tarkov

Path of Exile

Civilization 6