Moodcaster

Game Designer, Technical Director, Lead Programmer

Moodcaster was the very first game jam game I worked on during my time at George Brown College. The jam’s theme was integration of AI, my group and I came up with the idea to use a facial recognition AI, and the idea of casting spells using your face was born.

As a Game Designer my team and I collaborated to develop the core mechanics, emotional spell casting systems, and player feedback loops. I contributed to brainstorming sessions, prototyping gameplay features, and the balancing of spells to make sure that each emotion felt distinct and impactful. I also helped with designing the pacing of the level and enemy interactions to reinforce the emotional themes of the game, while ensuring the game stayed engaging with the unconventional controls.

In addition to my role as a designer, I also served as the project’s Technical Director and Lead Programmer. I was responsible for implementing key gameplay features, managing the project’s GitHub repository, and ensuring that all bugs and concerns from the programmers I lead were addressed.

I also worked closely with artists and other designers to ensure there was clean implementation of assets and UI elements. I helped lead the team through debugging, playtesting, and polishing during the Jam’s tight development window.

Moodcaster stood out for its innovative mechanics and engaging presentation, and is still continuing to be developed.