Tristan Begin
GAME DESIGN SHOWREEL |
SPIRIT CITY 0:23 (Current Project)
Systems Design, 3D Level Design, Enemy Design Solo Project | PC | Unity3D | 6 Months | 2018 UTOMAH 1:09 Systems Design, Boss Design, Creative Director 11-Person Team | PC | Custom Engine | 1 Year | 2017 OKYULO 1:49 System Design, Encounter Design, Enemy Design 4-Person Team | Mobile | Unity | 5 Months | 2018 THE GOD PARADOX 2:23 Level Design, Systems Design, Narrative Design Solo Project | PC | Unity | 6 Months | 2017 AUTOCORRECT SIMULATOR 3:09 UI/UX, Narrative Design, Systems Design Solo Project | Mobile | Unity | 3 Months | 2018 MIKA 3:39 Systems Design, Level Design, Narrative Design 5-Person Team | PC | Custom Engine | 4 Months | 2016 |
CONTACT INFORMATION
Email
[email protected] |
Location
Redmond, WA |
Spirit City (still in development)
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Solo Project | PC | Unity3D | 6 months (so far)
The game mixes elements of combat and platforming into a unique experience. You use a magic bow to hook onto enemy projectiles and then steer them back at the enemy to deal damage. You unlock more of the city as you progress allowing you to unravel its secrets. My Contribution: Solo Project. The largest jobs for this project have been the combat system, level design, and procedurally animated enemies. |
Utomah
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11-Person Team | PC | Custom Engine | 1 Year
A boss-rush game in which the player uses a parasite attached to their head to grapple around the level and stab at enemies. My Contribution: Designed and developed the core mechanics, the three bosses (including their stages and procedurally animating them), the camera controller, and the smaller enemies. I also served as the Creative Director and developed/iterated on a prototype for the game in Unity before the custom engine was usable. |
Okyulo and the Patchwork Gods
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4-Person Team | Mobile | Unity | 5 months
A mobile game in which you drag your finger to slingshot in different directions and into the enemy's weak spot. The game features a single enemy whose attacks evolve from level to level. My Contribution: Designed and developed the core mechanics, the enemy and all of its attacks, the levels, and the game's art. |
The God Paradox
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Solo Project | PC | Unity | 6 Months
An action-rhythm-puzzle-platform game that will test your skills and your patience as the game’s developer talks you through each screen. My Contribution: Solo Project (except audio). The largest jobs for this project were level design, mechanics design, and narrative design. I created over 100 single-screen levels for this game, including a few puzzle and narrative-centric levels. |
Autocorrect Simulator
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Solo Project | Mobile and PC | Unity | 3 Months
An interactive narrative game where you play as autocorrect and meddle in a conversation. You can learn new information and rewind time to discover new conversation branches. This video (left) shows footage of the PC version, but the game was also playable on Android in portrait mode. My Contribution: Solo Project. The largest jobs for this project were developing the narrative and UI/UX. Also, planning out the web of branches and where you get new information was a huge undertaking. |
Mika
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5-Person Team | PC | Custom Engine | 4 Months
A metroidvania platformer where the player uses a boomerang-style weapon to defeat enemies and bosses. Travel between the past and the future to thwart an evil corporation and save the world. My Contribution: Designed and developed the combat system, movement mechanics, enemies, levels, and art. I also worked with a team member to create the three bosses. |
About Me
Hello! Since you've made it this far, let me tell you a bit about myself. I made my first game when I was just 11 years old. I still remember giving my games to my friends in 8th grade and upsetting our computer science teacher for finding a loophole in the school's online game ban. I also like composing digital music, singing, creative writing, and charcoal drawing. When I'm not flexing my creative muscles I'm usually mountain biking or working on my collection of dragon statues from around the world.
If you like what you've seen, you can reach me at:
[email protected]
If you like what you've seen, you can reach me at:
[email protected]
Gameplay Trailers for my Games
A more hype-centric view of my games.
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Let's Plays of My Games
These videos show people I don't know interacting with my games without my intervention.
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