This page showcases all the games The Design Lab and Immersive Softworks has contributed to, detailing specific roles and responsibilities for each project. From initial concept development to final implementation, contributions span various aspects of game design, narrative development, prototyping, full game development, along with audio and visuals production.
For those interested in Myles’ individual creative endeavors, you can visit his profiles on Itch IO and Simmer IO to see a selection of his solo pieces, each demonstrating Immersive Design.
The Wanderers | Design Direction and Web Build Development | WanderVerse
Game direction for the project, crafting the vision and all supporting documents that established the foundational direction for our rogue-lite bullet-hell card game. A comprehensive Game Design Document (GDD) was crafted, detailing core mechanics, features, and gameplay elements to communicate effectively with the client. To facilitate efficient delegation, the GDD specs were structured in a clear treatment format, ensuring team members could understand and execute their tasks effectively.
A key contribution was developing the RAM (card) feature and systems, which integrates seamlessly into the gameplay to allow players to play down cards while shooting enemies. This feature supports a self-sustaining Web3 economy, structured around tournaments with prizes, providing a robust and engaging framework for players.
In-depth gameplay reviews were also conducted allowing to assess and refine gameplay based on collected data, ensuring a cohesive and enjoyable player experience while maintaining a balanced meta.
Responsibilities
- Pitch deck creation
- Pitching & clients liaison
- Vision document creation
- GDD creation
- GDD spec treatment for delegation
- RAM(card) feature design and development
- Web Build & Deployment
- Narrative design
- High level gameplay reviews
- Prototype development
Phantom Galaxies | Game Design | Blowfish Studios
Collaborated extensively with the Design Director on developing and refining various game mechanics and conceptual ideas for a massively multiplayer mech combat game. This involved participating in review sessions to evaluate and iterate on these mechanics and concepts, ensuring they aligned with the overall vision and goals of the project.
Contributions were to faciliate and assist in creation of detailed design specifications to guide implementation ensuring continuity in the design process while maintaining the quality and coherence of the work.
Responsibilities
- Prototype development
- High level concepting
- GDD spec writing
- High level gameplay reviews
Redemption of the Damned | Game Design | MIROWIN & Blowfish Studios
Developed pitch decks to effectively communicate the project concepts to stakeholders for a first-person online survival horror game. Put together market research and crafted the project pitch while maintaining ongoing communication with clients to ensure their needs and expectations were met along with managing the design team.
Crafted comprehensive vision documents to guide the project’s creative direction and produced a detailed Game Design Document (GDD) outlining the design and development blueprint.
Designed the final lock-and-key quest system that allows quests to be carried out in an procedural open world. High-level gameplay reviews were also conducted ensuring quality and alignment with the project’s vision.
Responsibilities
- Pitch deck creation
- Pitching & clients liaison
- Vision document creation
- GDD creation
- GDD spec treatment for delegation
- Quest feature design
- High level gameplay reviews
- Prototype development
