Level / Gameplay Designer
Hi! Thank you for taking your time to check out my portfolio!
You can see all of my completed projects below, all created in under 3 days through various Game Jams along with a very talented programmer Andrew Seward. See more below for more info on each specific game.
If interested in contacting me, please email me at John.Sinderman@gmail.com or DM through Twitter at @Jsinderman
Hope you find something you like!
Our first win in Epic Games' Unreal Engine GameJam, June 2016. The theme for this competition was "Fire in the hole", so taking it as literally as possible, mixed with inspiration from Super Meat Boy, we landed on a fast paced platformer with endless replayability thanks to tight, responsive controls and and endless reshuffling of challenging obstacles.
For this entry, I designed the core gameplay concept as well as created and tested the multiple level 'chunks' that are endlessly shuffled for each new game.
The second win for the UE4 Gamejam, this time in August 2016. The theme was "Things are not always as they appear". Deciding to focus on deception and fixing that deception, We settled on a series of isolated puzzles based on manipulating a series of columns to reach the mysterious palace in the horizon of a minimalistic and serene world.
Using the tool created by my partner Boats, I created, designed, and tested every puzzle in the game, as well as the overworld where the puzzles are located.
This game was created for 2017's Global GameJam, Where we lived out of an office building for 48 hours to create it alongside other local GameDev's. "Waves" was the theme, and while many took influence in water, we quickly settled on using soundwaves as the primary tool for the player, funneled through a single weapon. With heavy Portal influence, solve the chambers and escape the quiet chambers.
In this game, I designed, created, and tested every level and puzzle, as well as the core concept behind the soundwave-based projectiles.
Our third win in the UE4 GameJam, this one in September 2016. The theme ,"You don't know what you've got until it's Gone", happened to tickle my more cynical side regarding the state of the Game industry. So, we decided to remove extremely core elements of a third person puzzle platformer and decided to sell them back to the player. (Not really)
Much like ReVerb, I created, designed, and tested each level.
Completed for Ludum Dare 38, Space^3 is the result of the theme "It's a small world", Where the player planet-hops through a top-down 2D shooter, clearing the face of each planet. A fun, fast paced proof of concept that I can't wait to expand upon.
Agents of L.O.G.
With a theme of "Walk softly and carry a big stick", we settled on a stealthier approach, and decided to try for some visual comedy, trying to create a secret agent that is also a big stick through melding 2d platforming and Q.W.O.P-based controls. Sadly the final product isn't very fun or interesting, Agents of L.O.G. remains a slightly embarrassing reminder of the importance of Time-management.
Like Agents of L.O.G., Running Dry is another misfire. The theme "Settle the score", instantly inspired us with a story of Revenge. Beginning as a Rainbow Unicorn Attack inspired platformer, a lack of dedicated testing let a severe game-breaking bug undiscovered until the crucial final day, forcing the scrapping of core mechanics. The final product is a reaction game as you work to hunt down a murderous machine, dodging obstacles and setbacks.