Robert Duncan

[lupusolus.com]


Portfolio

As my portfolio, this is only a small portion of the projects and assignments I have worked on, but I believe this snippet is a bite-sized chunk of the best. These pieces include examples of strong design documentation and development, mechanics design, theming and immersion, interactive storytelling, interface design, usability, designing under constraints, playtesting, balancing, puzzle design, user experience design, and more. Additionally, many of these projects have provided excellent opportunities for me to improve my communication skills as well as my ability to work with diverse teams and other designers.


XCOM (2k Marin)

Working as a game designer for this upcoming shooter has been an excellent experience in level design and working with a large team of designer on a AAA title being developed for multiple platforms (including consoles).


Unannounced Game Title (Blizzard Entertainment)

While the details of this project are still under-wraps (due to its unannounced nature), working on it provided excellent experience in designing high quality, industry-leading games.


Unannounced Game Concept (Electronic Arts)

An academic project through Carnegie Mellon University's Entertainment Technology Center (with EA Games as the client), this unannounced game concept involved preproduction design work and tech-exploration.


Dar'cana (School Project)

A competitive dice game that features advanced mechanics, custom dice, and strong thematic elements. Also includes work in design documentation, playtesting, and balancing.


A Monk, A Forest, And… (School Project)

An audience-interactive virtual story that incorporates a strong degree of audience agency while maintaining an effective storyline.


What Pit Lord Do (School Project)

A 3d puzzle game that utilizes a head-mounted-display and body tracking to create an immersive experience. Features expandable game mechanics and a modular design that facilitates the addition of new levels and features.