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This page is a small representation of what I am capable of, which is difficult create when my experience spans so many different mediums and game genres. If there is a particular type of video game work that you are interested in, feel free to email me and I will be very likely be able to provide an example of it. I can also provide many samples of creative work that I have done outside of the context of video games, but in the interest of focus I have left those things out of this portfolio.


Harvest The Sky: A 2-man project made for the “Game Design and Development” class at Dalhousie University. Built in Unity using C#, HTS is a top-down game about space mining. It features an open-ended gameplay structure and deliberately flexible code that leaves it open for further expansion. I did %95 of the coding and design. Note that it contains placeholder music which I do not in any way claim the rights to.

We were required to submit a report with the project, and ours sheds light on the development process and some of the game’s issues.

Horizonticality: Developed entirely by me in 2011-2012, Horizonticality is the prototype for a fast-paced action game that gives players the tools and encouragement to create architectural chaos. It requires two 360 controllers to play, but a single player can still muck about with the mechanics. I have also written a brief-(ish) account of the design process that led to Horizonticality. I have received direct encouragement from designers working in the industry to take this specific project further. Please note that this was my first major programming exercise and is therefore quite buggy.


 

Ludum Dare Projects

I have taken part in three of the well known “Ludum Dare” 48 hour Game Jams, succesfully planning and executing a project to completion each time.22819-shot0

Justice: A text based game that plays with timing, a limited knowledge set provided to the player and the definition of “winning”. It allows the player to ask part of a large list of questions and then make a very important decision. I have since ported it to Android and it has been the subject of an article exploring the usage of time in text games.
Post Mortem

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Diesel May Care: Quest For The Ten-Second Car: Partly an exercise in humorous writing, partly an experiment with the player’s interpretation of  information to make decisions about time. It’s not balanced correctly and the interface is a bit of a mess, but people seemed willing to forgive those things. Post Mortem

 

 

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Last Call for Magrathea: Fundementally a management game. Let down badly by balance and a few bugs, but with a wonderful atmosphere, an unusual interface and a design which I believe has strong potential as a mobile game.


 

In 2012 I began independently organizing, supplying and managing “retro game museums” as part of larger charity events held at Dalhousie University. These fixtures have featured a variety of old game consoles, ranging from the significant to the obscure, but all fully playable. The response to these museums from attendees has been excellent and the Dalhousie E-Sports Society solicited me to make them an ongoing feature of their events.

I made a series of console history posters for the events, which can be found here.

 


I have had many opportunities to write papers about video games during my university education. At Northwestern in 2008 I wrote about media coverage of anti-game lawyer Jack Thompson, and the history of connected consoles. In 2014 I was fortunate enough to take part in a class called “Video Game Narratives: Story World and Play” at Dalhousie. For that I wrote a defence of Max Payne’s character as coherent and a comparison of S.T.A.L.K.E.R. with Mass Effect 3 utilizing a great deal of moral philosophy.


 

In 2011 I began a series of audio blog posts about game design which generated a great deal of discussion. They represent the way I think about video games of all kinds, and generated a great deal of interesting discussion.

  1. The Omnipresent Fail State
  2. Reducing the Narrative Impact of Failure
  3. Time to Learn
  4. Time to Heal
  5. Time
  6. Training Abuse for Fun and Profit
  7. Freedom is, Well, Very Inconvenient

Last of all, a little video I made for fun of The Darkness 2’s Johnny Powell explaining the criminal conspiracy that was the Gizmondo.


Thank you for your time

Adrian Hall

My resume can be found here, and my contact information is available in the header above. I can also provide references upon request.