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    <lastmod>2026-01-09</lastmod>
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    <loc>https://www.pfundtgamedesign.ca/reviewuponrequestealearn</loc>
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    <lastmod>2025-08-27</lastmod>
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    <loc>https://www.pfundtgamedesign.ca/reviewuponrequestkeywordsacademy</loc>
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    <lastmod>2025-08-27</lastmod>
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  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioportfoliogamedesign</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-11-04</lastmod>
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  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngallerysuperneoncolosseum</loc>
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    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/97847b90-1b23-4f30-b21e-4779327b7ae6/Aozulon.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Aozulon Context Outlined the recommended approach for adjusting stats on the heavy-class hover tank. Highlight It was decided that the vehicle should move more slowly, but deal greater damage and possess high defence. Invite Please refer to the image above for a visual reference. The tank’s appearance is visually represented.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7df2a759-5a0c-45d0-aaa3-9cb691c89756/Crimson+Spark.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Crimson Spark Context Outlined the recommended approach for adjusting stats on the light-class hover tank. Highlight It was decided that the vehicle should move more quickly, but deal less damage and possess low defence. Invite Please refer to the image above for a visual reference. The tank’s appearance is visually represented.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/01c3b90b-534e-4bae-8978-8587034c90be/Feel.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Feel Context Integrating pinball-inspired features into the environment’s interactive elements. Highlight These include winding off-ramps, kinetic bumpers that hurl the player on contact, and angled ramps that send them soaring across the area. Invite Please refer to the image above for a visual reference. A top-down view of the map reveals purple winding tracks, green circular rebounders, and pink launch lanes marked with arrows. Each component works in unison to evoke a nostalgic arcade feel rooted in the eighties.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/26d9beca-bb55-4a27-8a59-ecc952819fc4/Movement.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Movement Context Analysing the omnidirectional movement of the standard hover tank. Highlight All vehicles shared fundamental traversal mechanics. Each can boost forward, accelerate in any direction, and decelerate to a stop. Invite Please refer to the image above for a visual reference. There is a brief overview of the original movement system. Many changes have been made to simplify the experience. Boosting is no longer possible in all directions, as it now serves additional functions beyond increasing speed. It can be used to collide with other players to cause damage. Restricting this to forward motion adds a layer of skill, requiring greater precision to line up and execute an effective strike.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b4e571a9-deff-40d6-b9d9-f6bd9afd6c59/Restock.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Restock Context Selected the types of pickups scattered throughout the arena. Highlight Introducing speed boosts and repair items in varying amounts encouraged players to explore the surroundings. These aids offered an advantage by enhancing mobility and restoring damage sustained during matches. Invite Please refer to the image above for a visual reference. A green health pickup appears on the left, marked with a medical cross, while the booster is identified by a vibrant blue lightning bolt symbol on the right.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesign</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-16</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/58488968-b1b5-4df2-af9c-6398f75008c4/Super+Neon+Colosseum+Vancouver+Film+School+Pitch%2BPlay+Showcase.png</image:loc>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramming</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-31</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/58488968-b1b5-4df2-af9c-6398f75008c4/Super+Neon+Colosseum+Vancouver+Film+School+Pitch%2BPlay+Showcase.png</image:loc>
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  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngallerytinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a2d3ed37-0ede-4b12-93c0-78fb9a88a326/Death.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Death Context Utilized a trial-by-death style gameplay to create a more demanding experience for players who enjoy testing their skills. Highlight If the player touches any enemy grey racks moving downward, the game ends immediately. Invite Please refer to the image above for a visual reference. This is the moment immediately after a player collided with a grey rack. Both the obstacle and the player have been eliminated. This indicates that they are no longer in the game and highlights where the error occurred, which in this case is the black gap on the left side.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9ae9a7c2-2556-42c8-a311-ca7bee583eb7/Jumping+Left.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Jumping Left Context Introduced a movement action that allows players to evade hazards appearing on their right-hand side. Highlight To clear the danger, the player shifts left in a quick leap, dodging a grey rack that blocks the path. Invite The image above captures the moment of action, showing the character mid-air as they slip past the smaller grey rack.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/66a10718-c5a4-4b42-9474-f4b92bb6b00e/Jumping+Right.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Jumping Right Context Added a counter mechanic where players can react to hazards positioned on their left-hand side. Highlight The only safe option is to spring rightward, steering clear of a looming grey rack that obstructs progress. Invite The image above illustrates the player in motion, leaping just in time to avoid the larger grey rack approaching from the left.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f27d1186-96d3-458c-a342-d1fafbbb2e0b/Left+Movement.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Left Movement Context Developed the safe landing spots that appear along the left edge of the path. Highlight These platforms are indicated with white racks, guiding the player toward areas where they can safely continue forward. Invite In the image above, the player is shown at the edge of a white rack. To keep moving, they’ll need to leap with precision toward the rack positioned on the right side.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fc774b45-452b-4626-8771-7b6a9900b69c/Right+Movement.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Right Movement Context Created the landing platforms aligned on the right-hand side of the route. Highlight Just like the left side, these are distinguished by white racks, acting as checkpoints where players can pause safely before moving on. Invite The image illustrates the player closing in on the end of a white rack. Their next step is to jump across to the left side to keep advancing through the stage.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngallerymonolith</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/086d586a-a5f9-47f7-99cd-cffcfc8e0d35/Class+System.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Class System Context Assisted in establishing three unique player roles. Highlight Engager serves as a demolition specialist, shadow walker operates as a close-combat infiltrator, and sharp sight excels at long-distance attacks. Invite Please refer to the image above for a visual reference. Players can choose one of three roles before entering a match. Sharp sight is denoted by a gun symbol, shadow walker by a sword, and engager by an explosive icon. After being eliminated and respawning, players have the option to change their selection and experiment with different styles.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/88b3ef06-e8d8-49ea-9aae-39ab9b8e88ba/Flashlight.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Flashlight Context Supported the refinement of lighting dynamics for each class type by offering continuous feedback throughout every stage of development. Highlight Every character is surrounded by a small radiant field that shines outward, allowing players to navigate their immediate area within the pitch black environment. Although this ambient glow is hidden from enemies, the directional beam emitted from the mouth remains visible. Players must activate it wisely, as it may give away their position to nearby pursuers. Invite Please refer to the image above for a visual reference. A sniper is aiming through their scope to locate a distant target. This is the only case where the directional light alters its form. It becomes longer and more focused, closely resembling a precision laser.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c80d34d9-2d42-4b80-98a5-42bc30f34046/Hiding.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Hiding Context Hiding became an unexpected late-stage addition to gameplay, introduced near the end of production. Highlight Unused tree branch assets were repurposed effectively to provide partial cover for players. Invite Please refer to the image above for a visual reference. A player is making use of the foliage to either escape a risky encounter or ambush an unsuspecting foe.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/61bd8a64-b0a8-489b-a1ed-337ee3bcb009/Player+Path.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Player Path Context Documenting insights into how players make decisions during gameplay. Highlight Observing in-game behaviour offered valuable insight by revealing consistent patterns. It clarified which mechanics were being overlooked and which were fully embraced, while also highlighting areas that required balancing for improved fairness. Invite Please refer to the image above for a visual reference. A player is scanning their surroundings before pursuing their target—an often observed behaviour during playtesting.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a97b04d8-5292-45b0-bf1b-6c19a01f5668/Versus+Multiplayer.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Versus Multiplayer Context Creating a traditional deathmatch experience. Highlight The rules were kept straightforward—eliminate opponents within the arena and win by spilling the most blood. The intended atmosphere aimed to evoke nostalgia, capturing the spirit of playing violent shooters with childhood friends late into the night. Invite Please refer to the image above for a visual reference. A results screen appears at the end of each match. It displays vials of blood as a graphic representation of kills, serving as a grisly way to crown the winner.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngalleryoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ffbd7849-8d52-4286-b1d3-e9183590b06f/Balancing+Item+Stats.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Origin X</image:title>
      <image:caption>Balancing Item Stats Context Created the special abilities and weapon options available to players, refining them continuously to support well-tuned gameplay. Highlight Each ability and weapon is tied to stats that affect movement per turn, damage output, health recovery, or attack range. Reviewing gameplay sessions and gathering player feedback played a key role in adjusting these values, offering guidance on which elements needed rebalancing. Invite Please refer to the image above for a visual reference. The top four tiles display the full set of special abilities along with instructions for use. Beneath them are the six available weapon types, each presented with its corresponding stats.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/75a88206-9785-4dcb-baaf-ac2488c4d7e8/Blood+Gems.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Origin X</image:title>
      <image:caption>Blood Gems Context Establishing the essence of a traditional Capture the Flag mode within a board game format. Highlight Two teams compete with an identical goal: infiltrate the opposing base, retrieve the enemy flag, and return it safely to their own side. A win is only recorded if theirs remains at base when the enemy’s is delivered. Invite Please refer to the image above for a visual reference. It displays the two flag designs, known in the game’s universe as blood gems.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/32c1986c-99e3-4037-831a-e119d81d6be8/Inflicting+Damage.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Origin X</image:title>
      <image:caption>Inflicting Damage Context Introduced a distinct dexterity-based mechanic as the core method for executing attacks. Highlight To determine the amount of health lost, the player rolls a die into the target engager reticle. Landing in the centre results in an instant elimination. Two surrounding rings apply damage multipliers. If the die lands outside these zones, the attack misses entirely. Invite Please refer to the image above for a visual reference. The die shows a six and landed on a double damage ring, which deducts a total of twelve health points from the target.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a03d517d-1459-4797-94ee-65c13c0577bf/Participants.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Origin X</image:title>
      <image:caption>Participants Context Determining the number of players allowed to participate in each match. Highlight Each match supports two to six participants, split evenly between two teams. Coordination is crucial, as moving units across the map demands ongoing tactical assessment and clear communication. Invite Please refer to the image above for a visual reference. The cubes shown represent each player’s soldier. Black pieces belong to one team, and white to the other. Each is marked with a number to help players identify which unit they are controlling.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/15067344-1143-4174-95d4-537d30a6f401/Player+Choice.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Origin X</image:title>
      <image:caption>Player Choice Context Designing a variety of decision-making scenarios to give players a sense of agency and encourage replayability. Highlight Random item and weapon spawns continuously introduced new variables, prompting players to reassess their strategies and adjust their next moves accordingly. Invite Please refer to the image above for a visual reference. This example represents just one of many observed outcomes. The white cube, symbolizing a soldier, is positioned at a crossroads. The player must decide whether to play defensively by retreating to collect either the short-range shotgun located above, or the healing capsule to the left. Alternatively, a more offensive approach such as attacking the adjacent black cube may be more suitable. These decisions may depend on previous developments—perhaps their current weapon isn’t strong enough, or their health is low. If they aren’t encumbered by what they’re already carrying, they might even be able to grab both items before turning on their opponent.</image:caption>
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  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngallerysmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/bafa1784-0d00-40e8-b479-126152fcd3e8/Concept.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Concept Context Documenting the core mechanics of a standard action combat game and devising alcohol-themed equivalents. Highlight Many comparisons can be drawn between a first-person shooter and this beverage-based reinterpretation. Firearms could be swapped out for water guns modified to handle various types of liquor-based ammunition. The interface might display remaining alcohol in the form of drinkware commonly found in liquor stores, serving as a visual cue for resource tracking. A breathalyzer could function as a health indicator by measuring levels of sobriety. Invite Please refer to the image above for a visual reference. The rough mockup presents the player’s perspective along with early interface elements.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/030b180c-c388-4c8f-8d59-ecd1fc338f24/Drinking+Sprees.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Drinking Sprees Context Developed an alcohol-themed positive feedback loop parodying Call of Duty 4: Modern Warfare, rewarding players for taking down multiple opponents in a single life. Highlight A progression system was created that unlocks liquor-based abilities after players cause several enemies to pass out from intoxication. This mechanic promotes bold tactics and reinforces high-momentum gameplay. Invite Please refer to the image above for a visual reference. These are just two unlockable examples. One is the martini grenade and the other is a keg-powered jetpack.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fa3a488d-8e24-4e2a-a439-fe91bfb83b3d/Match.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Match Context Created a flow chart illustrating the structure of a standard gameplay session. Highlight While intoxicating opponents is a key objective, the experience includes additional layers. Liquor stores act as bases of operation where players can purchase ammunition and weapons. These tools assist in eliminating more targets that hinder a team from capturing bars, which then generate additional income. Invite Please note that the gameplay loop shown here is a general example intended to help guide the development team in a specific direction. It can be refined throughout the production process.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/72abceee-1c93-4fec-9cc1-aad00833efb7/Objective.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Objective Context An end goal was introduced to align the gameplay more closely with a multiplayer online battle arena structure. Highlight Players must fill a massive pitcher located in the enemy’s bar by unloading their entire stock of alcoholic drinks onto it. Victory is achieved once the it is filled enough to overwhelm the opposing team through alcohol poisoning. Invite Please refer to the image above for a visual reference. The featured drink is called the Inception. This is the ultimate target for both teams. It's inspired by the movie with the same title, parodying its central idea—not as a dream within a dream, but as a drink within a drink.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/26f2ef44-1227-4442-acbd-b56aceb912c0/Public+Enemy+Number+One.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Public Enemy Number One Context Intoxicating opponents is essential for progress in every single match. Since this is a major theme, it’s important to explain how it functions. Highlight To simulate drunkenness, the game introduces warped sound, blurred visuals, and intentionally unstable physics. If players manage to keep their character upright for a short period, they are rewarded with faster recovery toward sobriety. Invite Please refer to the image above for a visual reference. It offers a rough idea of what a tipsy opponent might look like during gameplay.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesigngamedesigngallerygearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/eb3828e1-2d55-42af-aefa-8b38b8294ce7/Car+Combat.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Gear Shift!</image:title>
      <image:caption>Car Combat Context Laying the foundation for a functional vehicle combat system. Highlight The core mechanics are in place, including standard four-wheel drive movement—vehicles can move forward, and turning is only possible while in motion. Offensive capabilities include a primary machine gun and secondary rocket projectiles. Invite Please refer to the image above for a visual reference. Two example vehicles are shown, each equipped with the appropriate weapon systems for use in matches.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c5d8c5a5-47af-414c-a400-e62a381c61c2/King+of+the+Hill.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Gear Shift!</image:title>
      <image:caption>King of the Hill Context Introduced a slightly more dynamic game mode to add variety to the otherwise straightforward car combat experience. Highlight Players must remain within a designated zone on the map to earn points over time. To halt their progress, opponents will attempt to eliminate them and claim the area for themselves. Invite Please refer to the image above for a visual reference. The large green rock with a circle beneath it marks the territory players must control.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7ac8716a-bd54-4b86-aa12-6881c1bfb715/Manual+Transmission.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Gear Shift!</image:title>
      <image:caption>Manual Transmission Context Introduced a concept not typically found in car combat games, where driving precision usually takes a backseat to combat. Highlight Players must press an input when the vehicle reaches specific highlighted speed thresholds to trigger a small acceleration boost. Invite Please refer to the image above for a visual reference. The speedometer displays speed levels in different colours, indicating the optimal moments when a gear shift can be performed.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/77127dde-1ffc-42ed-baba-93a819f38c7d/Obstacles.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Gear Shift!</image:title>
      <image:caption>Obstacles Context Proposed the inclusion of dynamic environmental elements within the map layout. Highlight Shifting solid objects were added as mobile barriers to encourage continuous movement and sustain a sense of tension during gameplay. Invite Please refer to the image above for a visual reference. This is one of the red barriers, revolving around the central capture point in the King of the Hill mode.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/dc389fd9-eb14-4e06-b5be-bccd325d86ba/Split-Screen.png</image:loc>
      <image:title>Portfolio Game Design Game Design Gallery Gear Shift!</image:title>
      <image:caption>Split-Screen Context Building a nostalgic experience by transporting players to a time before online gameplay existed. Highlight Vertically splitting the display in half provided each player with their own dedicated view, allowing them to operate their vehicle independently. Invite Please refer to the image above for a visual reference. One player appears on the left, and the other on the right—each with their own vehicle and interface components.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegallerybillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/8b3de308-2eca-49f0-9589-3e8955efa9f9/Collection+App.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Billy Saves the World</image:title>
      <image:caption>Collection App Context Tracking player progress through elements such as explorer coins, completed cave levels, activated monuments, and hidden collectible easter eggs. Highlight Contributed by placing explorer coins into levels, integrating them with existing code that tracked bronze, silver, or gold status. Handled cave-level completion by triggering an action node that verified whether a stage had been cleared. Also cued the store overlay to appear when players used monuments to purchase heart containers, which were then tracked through an in-game menu. Additionally, helped spawn special collectibles during key gameplay moments, each featuring its own logic that updated acquisition state. Invite Please refer to the image above for a visual reference. This in-game menu neatly categorizes all collectibles into four distinct sections.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4a1a3a7a-0266-4a57-a186-05af4ab70b9d/Equipment.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Billy Saves the World</image:title>
      <image:caption>Equipment Context Activating and deactivating gear styled abilities that upgrade core mechanics for various scenarios. Highlight To grant a player new gear, it must be added to their inventory by assigning a value of 1 to a specific variable. Additional logic is sometimes required to determine when the gear has been selected to be worn by the player. This triggers a state change, which activates the corresponding ability. Invite Please refer to the image above for a visual reference. The player currently possesses several pieces of gear. Focus is placed on the wall-jumping gloves and jetpack boots, which both require enabling an ability once equipped.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/062e5454-25f1-4e49-83aa-cc42fadc4e8c/Health.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Billy Saves the World</image:title>
      <image:caption>Health Context Oversaw heart visibility, adjusted their fill levels, and enabled special variants that granted unique player abilities. Highlight Occasionally, hearts were hidden from the heads-up display during sequences such as title cards and the opening or closing credits by setting specific variable values to null. Certain story-driven events also required modifying heart levels, for example when the protagonist’s girlfriend breaks up with him, causing the container to drain halfway as a symbolic gesture of heartbreak. In addition, an existing node had to be triggered to activate the prophet-themed container, which not only provided extra hit points but also introduced mechanics like force pushing and revealing hidden platforms. Invite Please refer to the image above for a visual reference. In the top-left corner, six distinct heart types are shown. The red heart represents the standard container available from the start of the game, while the others are earned through special conditions and grant additional powers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e3db9af8-df50-489c-ae69-0e26faea66af/Inventory.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Billy Saves the World</image:title>
      <image:caption>Inventory Context Organizing the catalogue of items gathered by the player throughout their journey. Highlight Numerous scenarios involved character or environmental interactions that resulted in the player receiving an item. This process was primarily handled through an add node by selecting its name and specifying whether a certain quantity should be included or removed. Invite Please refer to the image above for a visual reference. It showcases the player’s backpack, which contains various items accompanied by numerical values indicating their current amounts.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9c0bfd49-ec41-4e37-b61a-28e907f6f158/Protons.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Billy Saves the World</image:title>
      <image:caption>Protons Context Managing in-game currency that could either be increased as a reward or decreased based on specific gameplay events. Highlight Used the add node to adjust currency values based on the situation. The total was consistently shown in the heads-up display, allowing players to track how much they possessed. While the process was straightforward, it proved essential due to how often it was implemented during development. Invite Please refer to the image above for a visual reference. The store was indeed created by another programmer, but it is suitable for serving as some examples of what the currency could be used for purchase.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminggameplayfeaturesgallerybillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4f9930d7-3269-4096-86fb-745c013701fa/Action+Manager.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Billy Saves the World</image:title>
      <image:caption>Action Manager Context Utilized a proprietary visual programming language to build an open-world platforming adventure. Highlight Maintaining continuity was essential, as player choices influenced multiple outcomes across the game. To support this, an entire network of sequences, similar to scripts, was created using node-based logic that executes upon level load. This system functioned like the Awake method in C#, ensuring the map reflected the exact state in which the player last left it. Once active, all quests were primed and awaited specific triggers to begin, including speaking with characters to start missions or entering new areas that activate boss battles, provided that conditions were met. Invite Please refer to the image above for a visual reference. This is an example of the visual programming interface. It was made in an immediate mode graphical user interface and originally developed to help individuals unfamiliar with traditional scripting feel more confident when constructing game logic.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/65411193-4b09-4d3d-a86d-1962b2858db8/Express+Pods.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Billy Saves the World</image:title>
      <image:caption>Express Pods Context Made a significant contribution to the development of the game’s fast travel system. Highlight Scattered throughout the game world are unlockable pods that can be purchased using in-game currency. Upon activation, logic runs through a node designed to reveal a new selectable waypoint. The player’s current position is also marked to provide orientation when viewing the fast travel map. Once a destination is selected, the chosen location is stored in a variable, the game saves, and the corresponding level is loaded with the them spawning at the appropriate point. Invite Please refer to the image above for a visual reference. Here is the fast travel map, featuring multiple circular waypoints representing various areas of travel. Grey ones are locked while white are unlocked. There is also little character icon showing where the player is currently.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/bbad813c-a606-430f-9284-ec890f18d1b5/Monuments.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Billy Saves the World</image:title>
      <image:caption>Monuments Context Focused on implementing interaction with four stone structures scattered throughout the world. Highlight Interacting with a structure triggers lighting effects and a camera shake, followed by a store overlay offering the option to purchase an additional heart container. Once the transaction is completed, that instance becomes inactive, requiring the player to find another available site. A permanent marking then appears on its surface to signify completion. This visual cue is tied to a location-based variable to ensure it persists throughout the game. Invite Please refer to the image above for a visual reference. Displayed is the store interface, activated by interacting with the blurred monument in the background.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4ca1b838-bb59-4d21-b92b-75c1a5549690/Sleeping.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Billy Saves the World</image:title>
      <image:caption>Sleeping Context Coded the heart replenishment mechanic that activates when a player chooses to sleep. Highlight The logic is embedded within the player’s character and runs a script triggered by a state change in a specific variable, indicating the healing process has begun. The system then checks the total number of acquired heart containers, refills them accordingly, and resets the healing status once complete. Invite Please refer to the image above for a visual reference. It shows a sleep pod that the player can interact with to be given the option of taking a rest.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/17e55ba1-678d-4a8b-a014-d01919d3f2c5/Time+Trials.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Billy Saves the World</image:title>
      <image:caption>Time Trials Context Orchestrating the completion of each level and time trial. Highlight There is an area trigger by a finish sign that cues a node designed to prompt the level complete screen. A variable representing the stage name is updated to show that this has been accomplished, which is one of two requirements for unlocking the time trial. The other is gaining a specific key item. Once acquired, both of these conditions are checked. If they are fulfilled, then a timer is cued and a clock appears at the end of the stage. The player must reach this before the counter runs out, or it will disappear. Invite Please refer to the image above for a visual reference. The in-game menu representing all of the levels and their progression is outlined here.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminganimationsgallerybillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/69c16621-9e9f-43cb-a107-b1e606f6df93/Camera.gif</image:loc>
      <image:title>Portfolio Programming Animations Gallery Billy Saves the World</image:title>
      <image:caption>Camera Context Implemented every earthquake sequence across the entire game. Highlight The shaking effect was achieved by having the camera bounce rapidly between two closely positioned waypoints in the editor, simulating the sensation of an earthquake. Invite The clip above showcases an earthquake taking place inside a cave, triggered by a giant fly awakening from its slumber.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a39c4ce8-1e0a-470e-bf64-22f768adcc97/Lighting.gif</image:loc>
      <image:title>Portfolio Programming Animations Gallery Billy Saves the World</image:title>
      <image:caption>Lighting Context Implemented unique illumination for specific scenarios. Highlight Typically, luminance is treated separately from motion graphics, but in certain cases, illumination needed to be more dynamic to achieve a particular aesthetic, such as a hologram. Invite The hologram shown here is created by various colors of spatial radiance over a white triangle art asset. Behind it, a character is spawned with an old hologram and hover effect applied.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/162586a3-ba97-46be-b5a8-ba29210299f9/Improvisation.gif</image:loc>
      <image:title>Portfolio Programming Animations Gallery Billy Saves the World</image:title>
      <image:caption>Improvising Context Was required to create a motion graphic within the editor using a more classical approach. Highlight Unfortunately, there was no tween feature available to smoothly move an asset from one position to another. To create fluid motion, the asset had to be instantiated at a new position, destroyed, and then repositioned repeatedly. Invite The final effect shows a chunk of rock falling from the sky that either misses or crushes a non-playable character, depending on the player’s dialogue choices.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fe86db2c-8f83-4eaf-b971-f500010ce20d/Sprites.gif</image:loc>
      <image:title>Portfolio Programming Animations Gallery Billy Saves the World</image:title>
      <image:caption>Sprites Context Cuing most of the motion graphics created by the art department for each character. Highlight Utilised a built-in node that executes a specific motion graphic for a character existing within the level. Invite Here is a clip from a trailer showing a character named Morp smiling right after Billy walks over to him.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d8fce969-44b7-4190-adb0-d63f3ba24291/Visual+Effects.gif</image:loc>
      <image:title>Portfolio Programming Animations Gallery Billy Saves the World</image:title>
      <image:caption>Visual Effects Context Cuing and enhancing visual effects. Highlight Technically, visual effects are in their own category separate from motion graphics, but in some instances, lights would be instantiated to help make them look more appealing. Invite In the above clip, there is a vortex that appears below the player’s feet to teleport him out of the scene. A purple light accompanies it during the appearance to make it feel like it really is present within the level.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminggameplayfeaturesgallerytinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/78c8191d-4306-472f-928a-2e7547247850/Game+Over.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Tiny Gear</image:title>
      <image:caption>Game Over Context Coding the game to end automatically whenever the player dies. Highlight The system continuously tracks the player's status. When it detects they’ve been defeated, a canvas appears with an option to restart the level from the beginning. Invite Please refer to the image above for a visual reference. This script is attached to one of the grey enemy racks. When something collides with it, it checks if the tag is the same as the sting in sPlayer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d8b45111-dcfd-4e1c-87ca-99ff796725e6/Garbage+Collection.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Tiny Gear</image:title>
      <image:caption>Garbage Collection Context Freeing up memory to maintain a smooth and stable gameplay experience. Highlight Enemies, platforms, and the player are continuously instantiated and destroyed throughout gameplay. To avoid performance degradation, their associated game object variables must be properly cleared. Invite Please refer to the image above for a visual reference. It demonstrates what occurs once enemy and platform sets exit the on-screen area, Destroy is called on cDOther, followed by nullifying the reference.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f35de7ad-cdf9-416d-8fed-aa6271f86508/Input.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Tiny Gear</image:title>
      <image:caption>Input Context Creating the controls that allow the player to interact with their character in the game. Highlight Since this is a one-button genre game, the only action available to the player is jumping. This mechanic helps the player avoid enemy obstacles. Invite Please refer to the image above for a visual reference. In this example, whenever the spacebar is pressed, the player can move horizontally in either a negative or positive direction, determined by the bIsRackLeft and bIsRackRight booleans, which indicate the player’s position on the screen. If the player is on the left side, they must jump right, and vice versa.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e4284e58-c6e5-495a-a9b0-a5f2ef17487a/Optimization.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Tiny Gear</image:title>
      <image:caption>Optimization Context Maintaining consistent control schemes across multiple operating systems. Highlight Dedicated control setups were created for gameplay within Unity’s editor, iOS, macOS, Windows, and tvOS. The appropriate scheme is automatically selected based on the platform the player is using, ensuring seamless interaction regardless of the operating system. Invite Please refer to the image above for a visual reference. Shown here are several #if preprocessor directives, including UNITY_EDITOR, UNITY_IOS, UNITY_STANDALONE_OSX, UNITY_STANDALONE_WIN, and UNITY_TVOS, each calling their own functions with distinct input logic.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c91ae561-b3b6-4ba7-ae1d-74e948e66d7b/Randomization.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Tiny Gear</image:title>
      <image:caption>Randomization Context Executing logic that ensures a completely different enemy and platform layout for every replay. Highlight Enemies and platforms have been organized into distinct sets, each featuring a unique arrangement. When one needs to be spawned, a random number is generated to determine which set will appear. Invite Please refer to the image above for a visual reference. The iRacksRandom integer has an arbitrary value stored within it. Afterwards, several if statements compare it to a set of numbers. When a match is found, a corresponding game object prefab is loaded into the game.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminganimationsgallerytinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c03c7343-94a4-458a-8618-cc7642b479b6/Clockwise.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Tiny Gear</image:title>
      <image:caption>Clockwise Context Implemented having the player character spin in the right direction they are moving towards. Highlight Because the player character is a round cog, it should visually spin in the appropriate direction based on which side of the screen it's on. This is purely aesthetic and does not affect gameplay. Invite Please refer to the image above for a visual reference. The player’s game object uses a -fRotationSpeed value to rotate through MoveRotation, resulting in spinning towards the right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/43e1bb20-dee2-408a-8c16-299d86172240/Counter-Clockwise.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Tiny Gear</image:title>
      <image:caption>Counter-Clockwise Context Implemented having the player character spin in the left direction they are moving towards. Highlight Because the player character is a round cog, it should visually spin in the appropriate direction based on which side of the screen it's on. This is purely aesthetic and does not affect gameplay. Invite Please refer to the image above for a visual reference. The player’s game object uses a fRotationSpeed value to rotate through MoveRotation, resulting in spinning towards the left.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/95e1c474-4374-49c1-b7ca-eb9b5720194c/Destroyed.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Tiny Gear</image:title>
      <image:caption>Destroyed Context Adding a clear visual cue for the player's death. Highlight There is no abstraction at play. When the player dies, they are simply removed from the game. This creates an immediate and unmistakable signal that their session has ended. Invite Please refer to the image above for a visual reference. It features the basic built-in method, Destroy, used here to communicate the player's death by removing their game object from the scene.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7088f343-4e28-4298-ab59-b76bd4127c12/Direction.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Tiny Gear</image:title>
      <image:caption>Direction Context Added directional movement to the player’s jump mechanic. Highlight Depending on the player’s position on the screen, the jump sends them either left or right. Invite Please refer to the image above for a visual reference. In this case, the player moves from the left to the right side of the screen. A positive value stored in the fJumpSpeedRight variable and is applied to a Vector2, which is then used to modify the linearVelocity of the player’s game object.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a0c41e42-5962-454a-9118-adf1b385aa83/Rack+Movement.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Tiny Gear</image:title>
      <image:caption>Rack Movement Context Controlling the downward motion of platforms as they enter the screen. Highlight Once a rack set is spawned above the visible area, it gradually moves downward toward the player. Each set contains a combination of enemies and platforms that the player must react to. Invite Please refer to the image above for a visual reference. linearVelocity is applied to each rack set to produce the intended motion.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegallerysuperneoncolosseum</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/241314d8-5d7d-4365-8f7c-4193ef9b02f9/Critical+Health.gif</image:loc>
      <image:title>Portfolio Programming Interface Gallery Super Neon Colosseum</image:title>
      <image:caption>Critical Health Context Coding a visual indicator to alert the player that their vehicle is near destruction. Highlight A more stylistic approach was taken with the hit points bar as it depleted. Rather than removing segments from only one end, both ends reduce simultaneously to create a futuristic visual. Once vitality drops below a specific threshold, the plus symbol and the bar itself begin flashing red to indicate imminent danger. Invite Please refer to the clip above for a visual reference. The hit points bar is visible at the very bottom centre, rapidly decreasing as the player takes damage from a nearby enemy.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1f22f3e3-68cf-4ee4-a27c-651b4b5979d5/Selection.gif</image:loc>
      <image:title>Portfolio Programming Interface Gallery Super Neon Colosseum</image:title>
      <image:caption>Selection Context Developed most of the front-end code that enables the player to use a controller to navigate through menus. Highlight Vibrant text transitions through colours when hovered over. This effect applies to all selectable menu items. Idle ones remain a solid colour. Upon choice, audio cues and pressed state visual feedback confirm the input was registered successfully. Invite Please refer to the clip above for a visual reference. Here, a player has just pressed the start button on a controller to access the main menu. On the next screen, the "Play" text is automatically highlighted, and the player can choose from "Controlls," "Extras," "Credits", or "Exit."</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/87a75e95-d013-407b-ad7f-3f06c5fb5e47/Start+Screen.gif</image:loc>
      <image:title>Portfolio Programming Interface Gallery Super Neon Colosseum</image:title>
      <image:caption>Start Screen Context Coded all on-screen components for the opening menu’s introductory sequence. Highlight The entire process was broken down into individual elements. Each was assigned a specific animated action. When one completed, the next began, continuing until the full series finished. Invite Please refer to the clip above for a visual reference. The background fades in first. Then, the text scales down from a larger size into position while fading in. Finally, the "Press Start" option appears to indicate to the player that they may interact.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f3298ea5-075d-4ff9-96b7-ff5c06f51397/Haptic+Feedback.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Super Neon Colosseum</image:title>
      <image:caption>Haptic Feedback Context Created some of the controller rumble systems. Highlight A specific rumble effect was developed and later triggered through a node when an input was made within the front end. Invite Please refer to the image above for a visual reference. This moment shows the player pressing a button on the start screen, which activates a Client Play Force Feedback node. The resulting pulse sensation simulated the feeling of a coin dropping into an arcade machine, paired with an accompanying audio cue.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7e3dc87b-dcfc-4dbb-91ba-247b64ca5556/Navigation.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Super Neon Colosseum</image:title>
      <image:caption>Navigation Context Made most of the front-end navigation. Highlight When entering specific menus, logic is loaded to await the player's input. Once a directional input is received, the highlighted selection shifts from one item to another. Invite Please refer to the image above for a visual reference. This shows a moment where Is Input Key Down nodes are used to determine whether the player moved the control stick or directional pad. Once detected, an event is triggered that moves the cursor accordingly.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminggameplayfeaturesgallerysmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6201a0e6-ae5f-482d-9697-0efe7c3e6790/Mixology.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Smashed Bros.</image:title>
      <image:caption>Mixology Context Charting different liquor combinations and their resulting outcomes. Highlight Since various liquors are treated as ammunition in the game, it became essential to list each available option. To add more depth, the concept of mixed drinks was introduced. For this to work properly, fictional names had to be assigned to each new blend, along with the damage boost they would provide. Generally, more expensive drinks result in stronger effects. Invite Please refer to the image above for a visual reference. The five core liquors are vodka, gin, rum, whiskey, and absinthe. Two can be combined to form one of several cocktails, including Bad Attitude, Astronaut, Buck Cherry, Après-Ski, Bank Robber, Earthquake, Barkeeper’s Whimsy, Artillery Punch, Holly Jolly Roger, or Commando Cocktail.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/38c9fab3-7e5d-4b47-9211-e70ae1d2f2b5/Mobility.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Smashed Bros.</image:title>
      <image:caption>Mobility Context Defining the variables that control character movement. Highlight Three classes exist, built around the physique of light, medium, and heavyweights. Each class shares the same movement types, which include forward, sideways, and backward motion. Similar to other shooters, each direction has a defined run speed measured in metres per second. Jump height also varies depending on the class. Invite Please refer to the image above for a visual reference. The chart displays movement types across the top and character classes along the left side.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/01dafcb4-5b27-4056-9a1c-c10699515baf/Attacking.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Smashed Bros.</image:title>
      <image:caption>Attacking Context Listing all available ways of intoxicating other players, along with a breakdown of each one's statistics. Highlight All primary weapons use projectiles that follow specific mechanics defined by variables such as damage, fire rate, pellets per shot, reload speed, drop-off, recoil, spread, firing mode, magazine capacity, and starting ammunition. When the player is unarmed, melee becomes the default attack. While it does not cause direct damage, it can be used to knock down opponents who are heavily intoxicated. Most values for these parameters are represented using floats, integers, or enumerators. Invite Please refer to the image above for a visual reference. The top row displays the characteristics that define each attack type, while the left column lists the various attack methods.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d93e33c4-1ddd-4224-8715-15e51a307cda/Throwables.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Smashed Bros.</image:title>
      <image:caption>Throwables Context Cataloguing the details of alcohol-based weapons, specifically explosive one that can be thrown at other players to cause damage. Highlight Each grenade-style weapon is defined by variables such as damage, blast radius, drop-off, cook time, and carry capacity. These parameters help balance the effectiveness of each throwable across different gameplay scenarios. Invite Please refer to the image above for a visual reference. The top row outlines the components used to define each explosive type, while the left column lists the grenade types.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4877d47d-b412-45d2-ac8d-841c66e1f4cb/Weights.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Smashed Bros.</image:title>
      <image:caption>Weights Context Mapping how each class's alcohol tolerance corresponds to their body weight. Highlight Typically speaking, the lighter the character, the lower their alcohol tolerance, the faster their run speed, and the smaller their hitbox. For a heavier character, the opposite is true across all of these variables. A medium character would fall somewhere in between. Invite Please refer to the image above for a visual reference. The light, medium, and heavy classes are outlined alongside variables that define their performance. Each class features a unique ability, specific alcohol tolerance, movement speed, and overall stature.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegallerytinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7eeb01b0-a414-4813-9fd7-1307fdac2093/High+Score.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Tiny Gear</image:title>
      <image:caption>High Score Context Displaying and updating a high score based on player performance. Highlight When the player dies, the accumulated points they have collected thus far are compared to the existing record. If the newly acquired total is higher, it replaces the previous best. Invite Please refer to the image above for a visual reference. In the if statement, the iScore (current points) is compared to iLeaderboards (high score). If it is lower, both values are displayed as-is. Otherwise, if it is higher, the else if conditional is executed, storing the new value in a static integer variable and updating the leaderboard record.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/99d77189-214b-44c2-893c-79650d6590e9/Inspector.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Tiny Gear</image:title>
      <image:caption>Inspector Context Using Unity’s component system to set and display the default high score value. Highlight When the player launches the game for the first time, the high score is set to zero. Rather than writing this directly in code, it was more efficient to assign the default value using a component in the Inspector. This streamlined the process and reduced unnecessary steps. Invite Please refer to the image above for a visual reference. The example shown is of a Canvas Renderer, one of the components used in this setup.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c885caae-b12e-4560-8226-8fe5f4a42ad7/Points.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Tiny Gear</image:title>
      <image:caption>Points Context Showing the points the player accumulates throughout gameplay. Highlight Created a function to output on-screen text that reflects the current score. This display updates in real time whenever the player performs an action that increases their points. Points Please refer to the image above for a visual reference. The code snippet demonstrates how the data is shown as text: sScore is a string reading “SCORE,” and beneath it, iScore displays the corresponding integer value.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e98de8be-312a-4dff-8cfa-a8f6f5ca7e89/Start.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Tiny Gear</image:title>
      <image:caption>Start Context Introducing a button that begins the game once selected. Highlight This was a straightforward setup. When the player interacts with the button, a method is triggered that loads the scene where gameplay begins. Invite Please refer to the image above for a visual reference. The method shown loads the cMain scene, signalling the game to launch.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fa866531-9cc6-46cc-bf72-8535fa9ee334/Try+Again.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Tiny Gear</image:title>
      <image:caption>Try Again Context Implemented a button that appears after the player dies, allowing them to restart the game. Highlight The game continuously monitors the player's status. Once it detects that they have been eliminated, a canvas becomes visible, presenting an option to restart the level from the beginning. Invite Please refer to the image above for a visual reference. This method runs when the button is pressed, and it reloads the current scene the player is in.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegallerysmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/44827dfa-e1f4-4a28-bb7e-c462a897f2e5/Accessability.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Smashed Bros.</image:title>
      <image:caption>Accessibility Context Outlined a preliminary concept for scripting a more inclusive gaming experience for players with disabilities who might otherwise find traditional gameplay inaccessible. Highlight Planned features included subtitles, speaker labels, visual sound indicators, and volume mixing for players with hearing conditions. For those with visual impairments, additional details such as scaling, brightness adjustments, colourblind modes, screen readers, and high-contrast settings were considered. Physically restricted players would benefit from support for customizable controls, sensitivity adjustments, hold-versus-toggle selections, and alternative input devices. For individuals with cognitive disabilities, modifications like pacing, difficulty tweaking, guided tutorials, simplified navigation, speech-to-text support, and streamlined menus were proposed. Invite Please refer to the image above for a visual reference. This sketch represent considerations for auditory, visual, motor, and cognitive accessibility. They were created during a brainstorming session aimed at exploring how to better reach underserved audiences.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3f1fe463-76f0-41b1-987d-932297ab8314/Communication.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Smashed Bros.</image:title>
      <image:caption>Communication Context Developed initial concepts for coding in-game player interaction and messaging systems. Highlight For player-to-player interaction, both extraverted and introverted methods were planned. Given the game’s comedic tone, auditory communication would likely offer the most engaging experience. However, soft-spoken people wouldn’t be left out. They will have the option to type as a quieter alternative. Invite Please refer to the image above for a visual reference. It includes a rough drawing that shows the two primary conversation methods, which are voice and text.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b9617828-a4ed-4dc4-9cbd-63ca6f6fd482/General+Settings.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Smashed Bros.</image:title>
      <image:caption>General Settings Context Helped identify common player preferences that typically require additional programming, found across many games, with the goal of improving the overall user experience. Highlight Multilingual support was a key focus, starting with languages from regions with prominent drinking cultures and expanding as resources allow. Other proposed options included controller remapping, audio balancing for different speaker setups, graphical tweaks for various display types, and online friend list management. Invite Please refer to the image above for a visual reference. Each illustrated icon represents a settings category such as language, gameplay, video, audio, and network, covering the core options players typically customize.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fffacb79-1010-4c15-801a-6b1193cfa255/Menus.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Smashed Bros.</image:title>
      <image:caption>Menus Context Collaborated with the team to develop an overall framework outlining how players navigate from the front end to the back end. Highlight Created flowcharts illustrating both client-side and server-side in-game processes. Invite Please refer to the image above for a visual reference. At the beginning of the game, players are presented with the main screen, which leads them to begin a match. After joining, they may visit a store to purchase vehicles and/or weapons.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4d3df21f-7df6-4a47-969f-cd0b64917dab/Micro-Transactions.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Smashed Bros.</image:title>
      <image:caption>Micro-Transactions Context Introduced early ideas for a menu system designed to accommodate real-money transactions. Highlight Explored the use of drinking vouchers as a way for players to unlock cosmetic content. This would follow a typical free-to-play structure, offering items such as a battle pass or bundles of in-game currency. A system would track player activity, and those with high playtime would be rewarded with occasional discounts. Invite Please refer to the image above for a visual reference. It shows an illustration of one of the voucher three-packs proposed.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminganimationsgallerysmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/5557b0ab-5ed4-4c58-b72f-e5edaebb8764/Beer+Before+Liquor.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Smashed Bros.</image:title>
      <image:caption>Beer Before Liquor Context A depiction of the in-game intoxication system, illustrating the different states a character can enter depending on their alcohol intake and the sequence of consumption. Highlight When a character is struck with beer prior to liquor, their level of inebriation escalates more rapidly. This mechanic is driven by a self-applied damage multiplier that amplifies effects based on drink order. Invite In this scenario, exposure to liquor alone results in regular damage, as no beer was consumed beforehand to intensify the outcome.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d72109d6-3015-4a5c-b09e-187cd12c38c7/Breathalizer.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Smashed Bros.</image:title>
      <image:caption>Breathalyzer Context An overview of the scripted intoxication stages a player experiences prior to blacking out. Highlight As the player consumes more alcohol they begin to, one after another, encounter issues with their five senses. Think of it as a health bar where they encounter various symptoms when it has been depleted a specific percentage. Invite The image shows that sight is affected first, which causes the player to get a bit of double vision. Hearing is slowly affected afterwards by adding a low pass filter for a muffled effect. Touch then begins to go, meaning that the the physics start to become deliberately wonky. Taste means that any additional alcohol intensifies the entire experience. Smells means that even being near someone with a drink increases the effects even further. Anything beyond this point leads the them passing out and respawning.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6e894135-4c75-4038-ba54-260e821da518/Movement.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Smashed Bros.</image:title>
      <image:caption>Movement Context Outlining the character's programmed move states, which connect specific player inputs to the appropriate in-game actions. Highlight Each input leads to a distinct motion. Transitions are built between these moments to create a fluid and responsive feel. Invite The visual above shows how the player can always enter a state like run, walk, or idle regardless of what came before.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/aced4f39-3b28-4584-af6d-62c400f5fa1d/Projectiles.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Smashed Bros.</image:title>
      <image:caption>Projectiles Context Presenting the programmable states behind a conventional firearm-inspired weapon, offering a framework for managing various shooting-based actions. Highlight Each action with the weapon depends on specific triggers that lead to different sequences. Each are designed to reflect the player's intention with visual and functional clarity. Invite The image above illustrates a familiar feedback system found in many shooters. If the player reloads before their ammo is fully depleted, the process completes more quickly as a reward for foresight and timing.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/af5b1211-8efb-4156-868a-8a8bfb3f5d6c/Sobering.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Smashed Bros.</image:title>
      <image:caption>Sobering Context Illustrating the coded states needed for a player to gradually reduce their blood alcohol content during gameplay. Highlight The mechanic functions similarly to health regeneration. When a specific item is used, the player can recover lost hit points while also reducing the impact of intoxication. Invite The flow chart above shows how drinking water moves the character closer to a sober state. In cases of extreme inebriation, two items may be needed to fully remove all effects.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignboardgameprototypeoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/765510fb-d89c-4fb3-808c-342bbac8d15c/Battleground.png</image:loc>
      <image:title>Portfolio Game Design Game Design Board Game Prototype Origin X</image:title>
      <image:caption>Battleground This showcases one of the many possible semi-randomly generated map layouts at the start of a game. A closer look reveals elevated areas, walls of varying thickness, and initial item spawns at the midline. In addition, blood gems represent flags, and player soldiers are shown as numbered cubes positioned on fixed team bases at opposite ends of the board.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/2e87bdc7-5915-48f5-a9a4-fff78de5e193/Information+Hub.png</image:loc>
      <image:title>Portfolio Game Design Game Design Board Game Prototype Origin X</image:title>
      <image:caption>Information Hub A board that neatly organizes the shuffled cards used to determine item spawns throughout the match, as well as the placement of level pieces during the game’s initial setup. The two red decks serve as draw piles; once revealed, cards are placed in the two discard areas at the top. As a side note, the black bag below contains ability and weapon types that require blind selection at the start of each round. There is also a designated spot for the carnage rock dice when not in use during attacks.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ab71615f-d1fb-45fa-9717-44f6215318bd/Pickups.png</image:loc>
      <image:title>Portfolio Game Design Game Design Board Game Prototype Origin X</image:title>
      <image:caption>Pickups The legend displays the appearance of each spawnable item. The top four are abilities, each with a description outlining the benefits they provide when acquired. The bottom six represent weapons, showing their effect on movement speed, the type of die used during attacks, and their range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d015b5af-af94-4bf4-b992-f7d1ec7e4591/Status+Block.png</image:loc>
      <image:title>Portfolio Game Design Game Design Board Game Prototype Origin X</image:title>
      <image:caption>Status Block This card displays the stats of each player’s soldier. The red marker at the top tracks health, while the blue one at the bottom indicates the number of steps that can be taken per turn. There is also a space to hold a single weapon instrument and ability capsule, allowing people to keep track of their equipped items.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f1600bf9-199d-4e43-9a8b-91986ff88e16/Target+Engager.png</image:loc>
      <image:title>Portfolio Game Design Game Design Board Game Prototype Origin X</image:title>
      <image:caption>Target Engager An area portraying a weapon’s targeting reticle. Dice are thrown here to determine whether an attack misses entirely, how much damage is multiplied, or if a headshot occurs.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminganimationsgallerygearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f35044ca-5601-4272-b03c-d4931da7c545/Atmosphere.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Gear Shift!</image:title>
      <image:caption>Atmosphere Context Additional visual elements were planned for the sky to prevent it from feeling empty. The goal was to use particle effects to create more depth in the environment. Highlight Subtle fluorescent dust particles were designed to shift between red, green, and blue tones. These would be animated by interpolating between two colour vectors using a linear blend within the Niagara System. Invite The image shows how the sky currently lacks visual complexity. These planned effects would have added a greater sense of immersion by reinforcing the neon aesthetic of the world.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/8db8d83d-0705-43f0-9d22-1cef6cd9fd88/Zones.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Gear Shift!</image:title>
      <image:caption>Zones Context To alert players when their opponent occupies the King of the Hill zone, a semi-transparent area was planned to change colour between blue or red. Highlight A Create Dynamic Material Instance and Set Material node would be applied to a static mesh to modify its base colour when triggered by player presence. Invite The image above illustrates the area intended to be filled with this coloured shape.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e8bc861c-0536-451b-b8ce-d1470bc9569c/Destruction.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Gear Shift!</image:title>
      <image:caption>Destruction Context To create a more rewarding experience when attacking an opponent, modular vehicles were designed to fall apart upon taking damage. Highlight Each part was assigned its own health value represented by an integer. When this reached zero, the Detach From Component node would activate to remove the part from the vehicle’s body. Set Simulate Physics would then cause it to behave as if falling. Invite The image above illustrates the desired effect of the physics engine during vehicle collisions. This type of wreckage adds a significant adrenaline rush to the gameplay experience.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/cf98e6d9-53e3-4f79-bdc3-34df0563922e/Cars.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Gear Shift!</image:title>
      <image:caption>Cars Context To enhance the visual appeal, vehicles were designed to feature moving artwork on their surfaces that activates only during acceleration, encouraging player movement. Highlight Inside the Material Editor, a Panner node scrolls the texture while a Scalar Parameter controls the speed, which can be linked to the vehicle's current velocity. Invite The image above displays the existing vehicle body design. It glows but does not yet have any dynamic animation.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ab64261a-5bff-48e3-8c84-d3a78718a13e/Ground.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Gear Shift!</image:title>
      <image:caption>Ground Context Displaying a dissolving trail where an opponent recently drove is an effective way to draw players toward one another. It builds tension and encourages encounters. Highlight By passing the player's position into a World Position node in the Material Editor, the system identifies an area within the dynamic material to highlight using a different colour. As the player moves away, the marked area gradually fades by adjusting the alpha channel based on linear distance. Invite The image above shows a slightly modified version of Unreal Development Kit 4’s default floor material. In practice, a completely different material would be used, but this still provides a visual example of how the floor might change based on the player’s recent movements. Imagine some hexagons shifting colour to reflect their position.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegallerygearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c4ec4093-d7c2-4c36-b997-25ee265e3ae4/Front-End.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Gear Shift!</image:title>
      <image:caption>Front-End Context Though straightforward, a minimal amount of support was given to a teammate by suggesting tools to help them start building some of the front end. Highlight The advice included using Unreal Motion Graphics to design the layout and implementing two Get Player Controller nodes with Is Input Key Down to detect whether players have connected controllers and are ready to play. Invite The image above shows the title screen created using the mentioned methods.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/27fc7dc2-3bd0-4895-8346-09673b8254d3/Health+Bar.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Gear Shift!</image:title>
      <image:caption>Health Bar Context Assistance was given to teammates to help ensure that a functional hit points system was added to the heads-up display. Highlight A widget is connected to a function that updates its appearance based on a public float variable tracking the player’s vital stats. Invite The image shows a red progress bar, which is the final version implemented in the game.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fb368da9-7e2f-4c00-8846-9fd74b6d398d/Mini-Map.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Gear Shift!</image:title>
      <image:caption>Mini-Map Context Although it was not included in the final release, a mini-map was briefly developed. While the arena is small, having a navigational aid helps players understand their current position. Highlight The design involved using a downward-facing camera paired with a Set Actor Location node to track and follow the player’s movements in real time. Invite The visual above shows an early version of the level’s mini-map perspective.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c4ab1651-6ca2-4765-a00e-2a51e73d1926/Results.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Gear Shift!</image:title>
      <image:caption>Results Context Discussions were held with the team about including a results screen to show which player earned the highest score during a King of the Hill match. Throughout development, everyone contributed ideas about how it should be presented. Highlight A widget is assigned to a function that refreshes the visual readout according to a public float that holds each player’s total score. Invite The image shows a fully filled progress bar as it would appear at the end of a match. At the start, these containers are completely empty and gradually fill as points are earned.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/0e70b8e2-7826-4f25-a46a-50fd7c8fbc86/Rotary+Shifter.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Gear Shift!</image:title>
      <image:caption>Rotary Shifter Context Help was provided early in development by sharing ideas on how the gear shift mechanic might function. Highlight A key concept that made it into the final design was giving the player a speed boost after reaching certain thresholds. This was implemented using comparison nodes to determine if the player’s velocity had reached specific values. Invite The image shows a speedometer featuring coloured zones that mark optimal gear shift points. Although the idea was compelling, it should have been removed as it proved too complex to manage during fast-paced combat in a vehicle battle arena.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminggameplayfeaturesgallerygearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/0cc0cfc0-0349-4f51-a54f-5ce4dd374e04/Explosion+Emitter.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Gear Shift!</image:title>
      <image:caption>Explosion Emitter Context Designed to create explosive effects when a vehicle collides with another player. Highlight The system uses the Spawn Emitter at Location node to trigger sparks effects. Invite The Blueprint snippet above shows the logic for spawning the effect, which activates immediately after the vehicle object is cast.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d49bdfa2-8ba6-4a97-94b0-1bc0b5fb7048/Input.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Gear Shift!</image:title>
      <image:caption>Input Context A system that makes sure when the player presses a button on the controller, a specific action follows. Highlight Gamepad Face Button Left triggers firing the primary mini gun weapon. Because it fires continuously while the button is held, a Set Timer by Function Name node controls the rate using its Time property. Invite The Blueprint snippet above illustrates the firing process.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b507dd9f-202b-46e5-abcc-d3401abbed7b/Bullets.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Gear Shift!</image:title>
      <image:caption>Bullets Context A component was added to see if an opponent stands directly in front of the player’s mini gun to determine if the attack connects. Highlight The GetWorldLocation node identifies the player’s position in the environment, while Get Forward Vector defines the direction the invisible beam will project. Invite The Blueprint snippet above reveals a small segment of the process before using a line renderer.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3282f418-b876-49f2-8390-4cd23121d4b5/Spawn+Actor.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Gear Shift!</image:title>
      <image:caption>Spawn Actor Context Used to make a rocket appear in the game when launched from a vehicle’s weapon system. Highlight After calculating the player's location and aiming direction, a Get Forward Vector node is multiplied to position the rocket just ahead of the launcher. This ensures it does not collide with the vehicle that fired it. Invite The Blueprint snippet above shows how the SpawnActor’s Spawn Transform is set using data from a Make Transform node.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e0dedff5-55a2-4ef7-bdb6-a3ffbac79fe3/Subtracting+Health.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Gear Shift!</image:title>
      <image:caption>Subtracting Health Context Code was implemented to reduce an opponent’s health when they are struck by a projectile. Highlight When a vehicle is hit by gunfire, a Set node value is subtracted from its current hit points to reflect the damage received. Invite The Blueprint snippet above captures the moment immediately after a player takes damage.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesigngamedesigngallerybillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9629646b-8306-4780-94e2-3d2f1c53d93d/Boss+Battles.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Billy Saves the World</image:title>
      <image:caption>Boss Battles Context All three encounters inspired by Space Invaders were assembled and adjusted to refine gameplay flow and visual timing. Highlight Pre-programmed movement and firing patterns were activated and fine-tuned to keep enemies within the camera frame. Counter logic was added to track how many times enemies were damaged by being jumped on. Difficulty increased gradually by speeding up enemy actions. Cutscenes were also created to introduce, accompany, and conclude each fight. Invite The screenshot above shows the initial moment before Bleep and Bloop begin their descent. They are about to shift into formation and start sweeping side to side across the screen. As they do this, they will rain down bullet on the player who is seen standing below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7a4eda19-6985-4b36-b207-60fd4bf005c4/Maps.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Billy Saves the World</image:title>
      <image:caption>Maps Context The editor was occasionally used to shape the layout of various stages. In this case, the director requested a level that required close observation and memory in order to complete it. Highlight After producing a few rough sketches to establish ledge placement, a basic white-box layout was constructed. The design loosely followed a grid where each column gradually ascended, creating a sense of vertigo as the player progressed. Logic was added so that pressing a button would zoom the camera out, revealing the full view of possible paths. From left to right, one ledge in each column would glow, showing the correct sequence the player needed to remember to reach the goal. This pattern was randomly generated each time to keep the experience different across attempts. If the player stepped on an incorrect ledge, all others would disappear and they would fall, forcing a restart of the puzzle section. Invite The screenshot above shows the final version of the level. At this moment, the top platform in the second column is glowing. The entire colour palette and the meteorites in the background were added later by another team member.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/07dde8b5-f1da-4b5a-a3fc-cd4b0015abf7/Minigame.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Billy Saves the World</image:title>
      <image:caption>Minigame Context The task involved creating a subgame where the player enters a simulated reality space for a brief period. This was an opportunity to experiment creatively while working within the limits of existing assets and mechanics. Highlight Since the main game featured many references to retro video games, it made sense to design the subgame in a similar style. Given the limited time, inspiration was drawn from the eight-bit era. The currently implemented boss fights already focused heavily on the top portion of the screen, so it felt natural to shift attention to the bottom. The gameplay was influenced by Missile Command, but with a unique spin. Three bases were coded for the player to defend against falling threats. By using existing running and sliding mechanics, the player could move between the bases, each of which could fire rockets. These incoming objects spawned at random positions and targeted the bases. Destroying all of them allowed the player to move on to the next wave, where difficulty increased as falling speed accelerated. Invite The screenshot above shows the player in the middle of the subgame. The four blocks at the bottom, shaped similarly to pieces from Tetris, represent the bases, each equipped with a turret. A grid overlay was added to help align incoming meteorites with their corresponding base. Several meteorites have already spawned above and are falling straight down.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/081921ff-87fb-42d6-b359-b258389530c0/Mission+Progression.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Billy Saves the World</image:title>
      <image:caption>Mission Progression Context All necessary variables were created within the editor to maintain consistency throughout gameplay. This included managing the ones responsible for updating the player’s to-do lists which tracked objectives for both main and side quests. Highlight Variables were implemented to monitor actions and choices across the game. Since the experience was set in an open-world role-playing environment with frequent backtracking and branching paths, these values ensured that events stayed consistent. Many tracked dialogue choices, while others controlled the appearance of world assets such as gaining access to a new area. For example, if a bridge was activated, it would remain accessible even upon returning later. Additionally, logic was used to trigger notification messages that helped guide the player to their next goal, based on decisions made within specific quest lines. Invite The screenshot above shows the to-do list found within the player’s inventory interface. At the top is the current main quest, Anniversary Date, with each completed step listed beside it. Side quests and completed tasks appear in separate sections below.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4d0bb6ed-f63b-42be-b8a2-59fcca5169d0/Puzzles.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Billy Saves the World</image:title>
      <image:caption>Puzzles Context Contributed to assembling all logic tests found throughout the game. Most were built by creatively repurposing existing assets to reduce the workload for backend programmers. Highlight One sequence involved the player being trapped and needing to escape a locked cell through one of two approaches. The first was a hidden vent in the ceiling, which required careful observation and platforming. The second relied on using a special ability to activate a wall switch. To do this, the only moveable asset compatible with the force push was reused. It was made invisible and strategically placed nearby. Area triggers were positioned around it to detect if it moved. Once displaced, the mechanism would activate and the cell door would open. Invite The screenshot shows the player inside the cell with a non-playable character. On the wall is a switch with a red handle. This marks the location of the invisible interactive object.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesigngamedesigngallerytinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/df579e68-1d15-427d-bd77-5423adb2521d/Asset+Summary.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Asset Summary Context Compiled a full list of components required to complete the game's development from start to finish. Highlight Each item was sorted by the department responsible for its creation. Key details were added to clarify the purpose and specific characteristics of each element to ensure clear communication between teams. Invite The chart above offers a general breakdown. Departments are listed on the left, component names in the middle, and small notes on the right.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/889e812b-3768-4742-a03e-944dc53d8dbd/Beat+Chart.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Beat Chart Context Tracked the desired intensity levels experienced by the player as the game progressed from one moment to the next. Highlight Planned distinct stages composed of carefully designed sections. Each had an estimated completion time alongside an anticipated level of player stress during gameplay. Invite In the example shown, the x-axis measures time in seconds, while the y-axis lists individual sections of the stage. The curve representing time closely follows the one indicating intensity, showing a strong correlation. It is worth noting that this line is completely covered by the time plot, and this could have been presented more clearly by adding a green outline around the blue graph. This is supported by the numeric chart above. Regardless, the goal was to explore whether a consistent rhythm could be created by linking elapsed time to difficulty. However, this approach was not pursued further after the game’s direction shifted.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/0cb4b7fd-be17-4126-bf91-6c7838f7dfa5/Practice.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Practice Context An area was created for players to practise the skills they have learned. Highlight The game was made with the intention of providing no hand-holding. New players often asked, “How do I play?” but quickly figured it out by tapping anywhere on the touchscreen, which caused their character to jump. At the start, there are no obstacles. This safe zone allows players to practise their newly learned mechanic for a short period time before facing any challenges. Invite The screenshot shows the safe area where players can jump freely without facing any consequences.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/2cb0c645-efb9-40a1-b977-efa47ff6fb06/Flow+Chart.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Flow Context Mapped out platform placement using a chart to define the linear path the player would follow while navigating each stage. Highlight Levels were designed with left, middle, and right platforms that shifted in different directions and were positioned at varying depths. A node-based chart was used to plan out the layout of each area and determine the rhythm of the platforming challenges. Invite In the example, the player’s movement is focused on jumping between the left and middle platforms as they progress through this section.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d60a0aa5-268f-4d6f-905e-179b5a9641e2/Three-Dimensional.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Tiny Gear</image:title>
      <image:caption>Three-Dimensional Context A geometric perspective was explored for the layout of each level to give the game more of a spatial feeling. Highlight The game was not always intended to be two-dimensional. Earlier concepts included shallow depth within each stage. This added visual complexity while maintaining simple controls. Invite The image above provides a rough example of how the game appeared during the modelling.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesigngamedesigngallerysuperneoncolosseum</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ae4d90e9-18fe-4970-9ace-37e5261061c0/Dressing.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Dressing Context Began decorating the first version of the map to give it a more complete and thematic appearance. Highlight Placed existing static mesh assets throughout the environment to support the pinball machine theme. Pickups were also added to suggest movement patterns and encourage exploration within the level. Invite The image above offers a top-down view of a section of the map. Wide ramps guide players to higher platforms, while rectangular bumpers in the distance provide reactive movement when touched. A funnel near the top contains health pack for those who manage to reach it.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1f19cf39-d75c-487b-a63a-872b3e944292/Investigating.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Investigating Context Studied the mechanics and structure of electromechanical arcade cabinets to better inform the game’s map aesthetic and design direction. Highlight Visited an arcade with the team to test a variety of pinball machines. Although everyone had played one at some point, the visit helped refresh memories of the details that made them distinct. Observed and recorded elements such as bumpers, habitrails, kickouts, orbits, slingshots, spinners, targets, and ball locks. Each component offered inspiration for how features could be adapted into a video game level. Invite The photo shown highlights one of the pinball cabinets encountered during the trip. This example is themed around &lt;Ghostbusters and features a interactive mechanical Slimer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/86f0496b-4022-4827-bfea-f127e9672b09/Segments.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Segments Context Used visual scripting to connect modular meshes along a spline, forming the foundation for a custom track generation system. Highlight Spent a great deal of time refining the logic to ensure the tool would be reliable and efficient. The goal was to create a system that could quickly build unique map layouts while maintaining seamless alignment between sections. Invite The screenshot shows a basic code snippet outlining how the tool works. A selected track mesh is repeated along each spline point. Because the mesh is consistent in shape and size, the pieces align proportionally. Additional logic was added to connect the start and end points of each section, ensuring continuity across the entire track.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/fb60669d-bb66-4c5c-8032-781cf1e0f570/Track+Generator.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Track Generator Context Assigned quarter-pipe mesh to the tool and mirrored it to create a full half-pipe structure within the track system. Highlight The tool proved to be versatile and was used in every map leading up to and including the final release. It provided a dynamic way to keep players contained within the environment. Rather than stopping abruptly against a flat barrier, they would instead glide up a sideways half-pipe. This allowed momentum to be preserved and gave the movement a more natural continuous feel. Invite The screenshot shows the tool in use. A slim quarter-pipe mesh is displayed, ready to be extended, reshaped, and repurposed to suit any track layout needed by the developer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4bc559b9-73b3-47c8-be96-78d6f358b9c4/Whitebox+Transition.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Super Neon Colosseum</image:title>
      <image:caption>Whitebox Transition Context Took the existing whitebox made by another team-member and made some modifications with space partitioning brushes. Highlight Flat surfaces were created with box brushes, while stairs and ramps formed inclines to access higher elevations. Cone shapes were used for funnels and cylinders for loops, adding variety to the level geometry. Invite The image above shows the whiteboxed level as static meshes were starting to be introduced. Some brushes remain with temporary textures applied, enhancing the fluorescent effect. This is visible in the exposed green areas.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesigngamedesigngalleryoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f0135c01-9f39-48b5-80dc-6a38320f5ed0/Bases.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Origin X</image:title>
      <image:caption>Bases Context Created a total of six static bases, three for each team. Highlight Players can choose one of the three base locations as their respawn point after being eliminated. This system helps reduce spawn camping by the opposing team, ensuring that returning players aren’t repeatedly targeted in the same location. Invite Also worth noting is the blood gem shown on top of the base in the image. This acts as the team’s flag and must be stolen by the opposing side to win the match. It is always placed on the central one.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/23bdd1dd-4be6-463b-85f9-0fabfd936790/Double.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Origin X</image:title>
      <image:caption>Double Context Designed the thicker wall tiles that teams could position in their territory. Highlight Large barriers helped shape the map by occupying more grid spaces, often resulting in narrow walkways during the pre-match setup. While these routes offered protection from ranged attacks, they also made movement more restricted. Invite The image above highlights the tile element, which spans six spaces across the grid-based arena.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/8795402b-7c00-495f-8ea1-6bf0008bbc45/Elevation.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Origin X</image:title>
      <image:caption>Elevation Context Included hill areas that act like buffs when a player is positioned in the centre. Highlight This creates a clear risk and reward dynamic. While occupying a higher level exposes the player more to enemies, it also allows them to deal increased damage. Invite The image above displays the tile component, which spans nine spaces on the grid-based field. The arrows indicate the squares that allow a player to climb to higher altitude, with the centre square being the highest point.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/18686095-0c9f-4950-98b1-9f581694171b/Scenarios.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Origin X</image:title>
      <image:caption>Scenarios Context During the first prototype iterations, even before other people tried the game, several mock conditions were established to demonstrate a more visual evaluation. This was done to ensure the product’s vision was maintained throughout development. Highlight The goal was to create many opportunities for players to make clear, yet sometimes difficult decisions. It was essential that the level design reinforced this feeling, so each tile set needed to reflect this theme. Invite The mock condition above shows a player’s black cube, representing a soldier, positioned on a high elevation point. This grants an advantage by dealing increased damage to opponents. The adversary, shown as a white figure, could have chosen a different respawn base due to enemy camping but instead opted for this location because a powerful melee weapon was nearby. If that unit takes damage, they might be able to reach a nearby health capsule. This presents an interesting strategic scenario with multiple outcomes. What if the dark piece lands a headshot? What if they reach the items first? This example captures the essence of player choice and encourages the mindset of “How could I have played that differently?” adding to the game’s replayability.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d5ff005e-ee65-4c90-97ba-cd3e64c4bc33/Single.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Origin X</image:title>
      <image:caption>Single Context Created the thinner wall tiles that teams could freely arrange in their zone. Highlight Smaller wall pieces resulted in more exposed layouts, as they used up less grid real estate. Although players faced greater risk from open lines of fire, the trade-off could be worth it, particularly when key resources were within reach. Invite The image above shows the tile component, which spans three spaces on the grid-based field</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesigngamedesigngallerysmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/5598dcef-651e-4aaf-b0ed-b6b1c500bbf3/Beat+Chart.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Beat Chart Context Outlines the player’s emotional progression during a single match, helping to track changes in intensity and mindset over time. Highlight Stronger weapons are introduced gradually as the match unfolds, allowing each team to gain momentum and shift the balance of power as the round progresses. Invite The second row illustrates how player emotions are expected to evolve. As new gear becomes available, one team typically secures greater control of the map, leading to the eventual takeover of the opposing base.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9c25cbb8-824b-43e9-a850-6a18b6915a5e/Environment.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Environment Context Introduces key elements that will serve as the foundational components of an exterior multiplayer map. Highlight While future versions of the map will feature mini-bar control points to encourage team-based strategy, this version focuses solely on establishing the core layout and spatial design. Invite Each listed asset will include multiple variants to reduce visual repetition and enhance immersion. Notably, different types of buildings will serve as visual anchors across the map. A variety of bar locations, each with a distinct name, will support team coordination by providing clear points of reference when calling out objectives.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/22193c20-dc9f-4fed-aa9b-df112f7360a4/Locations.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Locations Context Outlined the essential components required for each map. Future levels can experiment with the design, but must still include the features listed in the chart. Highlight Each zone is clearly named and paired with a short description that defines its purpose and how it contributes to the overall gameplay loop. Invite The image offers a quick summary of the map’s structure. Bars act as capture points and help teams secure control of key areas. The Inception is the main win condition, where players must fill a massive drink container with alcohol. One is located in each team’s base. Nearby liquor stores are placed close to spawn points and allow players to purchase new weapons.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ded83002-24db-41f9-93aa-a526ccd52f77/Map.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Map Context Constructed a basic layout to serve as the foundation for the stage. Highlight The map is completely symmetrical. While this can sometimes be seen as plain, it offers strong competitive balance by giving both teams equal opportunity. Invite Blue and red team bases are positioned on opposite ends. Along the way, there are bars represented in pink. Green outlines indicate the capture range for each. Yellow lines show the main roads that connect all key areas. Orange lines depict narrow alleyways, offering alternate routes across the map.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ec20ceb3-7ca6-48cf-a9bd-0422158b2836/Obstacles.png</image:loc>
      <image:title>Portfolio Design/Level Design Game Design Gallery Smashed Bros.</image:title>
      <image:caption>Obstacles Context Sketching out a rough concept of what elements could populate the map. Highlight Since the setting takes place in a city, it makes sense to include assets commonly found in urban environments. Most of these objects are designed to obstruct the player's path, especially when movement becomes impaired due to in-game intoxication. However, they also provide opportunities for cover or temporary concealment when a character is heavily inebriated. Invite These assets are currently in a basic state. Given the setting, an exaggerated drinking metropolis called Boozetopia, they will eventually adopt more stylized forms. The art team will design them to reflect a city that embraces drinking culture to an absurd extent. It is also worth noting that placing them in unusual positions around the map may suggest a kind of drinking apocalypse, similar to how BioShock’s Rapture fell into ruin due to unchecked vice and societal collapse.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminginterfacegalleryoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/cb87530c-f071-467c-8f66-667cf79d9969/Columns.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Origin X</image:title>
      <image:caption>Columns Context Highlighting the numeric component of the alphanumeric grid, which governs where objects are placed on the map. Highlight The system works like a two-dimensional array. Entering a number assigns it to a corresponding column by treating it as an index. Invite Refer to the image above to see how the numbers are lined up along the board’s edge, similar to how games like Battleship are laid out.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/16458c97-e3af-4da6-b4c7-cf50f0695e56/Discard+Piles.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Origin X</image:title>
      <image:caption>Discard Piles Context Explaining how used cards, which determine item spawn points, are placed in a discard area. Doing so prevents a column or row from repeating within the same round, keeping gameplay locations more unpredictable. Highlight The system can be controlled through code by creating a list that tracks cards that have already been drawn. Individual entries can be added to maintain a consistency. Invite The board game layout assigns specific zones for used cards. Letters are collected in the top-left area and numbers are set aside in the top-right.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/26484c70-3da4-45d3-9071-5ec8fa9fe20e/Letters.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Origin X</image:title>
      <image:caption>Letters Context This part marks the area assigned for letter-based cards, where they wait in the draw pile before being introduced into gameplay. Highlight Think of the draw pile as a queue in code form, temporarily holding each letter card until it's time to use it. When drawn, a card is taken out through a built-in process. Invite The picture above points to the portion of the board where letter cards are stored until they are activated.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c36a4743-d9de-471a-bdea-16785e7c969c/Numbers.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Origin X</image:title>
      <image:caption>Numbers Context Assigning a designated area where numeric-based draw pile cards are held before being used in gameplay. Highlight The collection works similarly to a list in code, holding all number cards that have not yet been drawn. Once a card is used, it can be removed using a built-in function. Invite The image above displays the section of the board where these cards are kept until needed.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/5faa94f6-dce6-4994-b553-d736ca803173/Rows.png</image:loc>
      <image:title>Portfolio Programming Interface Gallery Origin X</image:title>
      <image:caption>Rows Context Explaining the alphabet-based half of the alphanumeric system that controls item spawning at certain points on the map. Highlight It operates like a two-dimensional array. When a player inputs a letter, the system translates it into an index to locate the correct row. Invite Check the image above to see how each letter is arranged along the side of the board.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminggameplayfeaturesgalleryoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9d2a7bae-995e-4c72-bab6-204e8da71c8e/Agility.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Origin X</image:title>
      <image:caption>Agility Context The character sheet lists a movement value that dictates how far a player can travel during their turn. This amount may vary depending on the weight or type of gear they are carrying. Highlight The variable functions as a dynamic integer in code, automatically adjusting through addition or subtraction based on current gameplay conditions. Invite Refer to the image to see how the number of steps is represented. Players can keep track by placing one of the provided markers on the appropriate space.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d73ed0c5-b819-412b-b09a-dd98229f99d2/Blood.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Origin X</image:title>
      <image:caption>Blood Context Each character sheet contains a health tracker that shows amount of blood left in the player's body. Taking damage causes the number to drop, while healing raises it. Highlight The system essentially works like a coded integer variable with a value that updates depending on in-game conditions. Invite The image shows the available hit points displayed as numbers. To track the current value, players can place one of the included markers on the matching space.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d68a9c60-1ad2-49b5-8b5d-4d19012f1912/Buffs.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Origin X</image:title>
      <image:caption>Buffs Context To add more depth to combat, special ability items were introduced. These spawn in unpredictable locations during matches and promote teamwork by offering powerful advantages to those who secure them. Retrieving one safely requires coordination and timing. Highlight Energy boosts movement by granting extra steps each turn. Damage increases attack strength through a multiplier. Healer restores full health to a wounded unit. Sight extends the player’s attack range. Invite The image above displays the four main ability types using the top tile row. Below each are their flipped versions. There are duplicates, so identical buffs can appear more than once. Each item is used only once and must be removed from play after activation.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d4ff63a9-4992-4deb-9eae-5e3c5110d831/Carnage+Rocks.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Origin X</image:title>
      <image:caption>Carnage Rocks Context Each weapon in the game is paired with a specific die that reflects its damage potential. Lighter weapons are matched with dice that have fewer sides, while stronger ones are given those with higher values. The die serves as the main damage indicator for each weapon type. Highlight A comparable game system could use a random number generator with defined value ranges. The result would be stored as an integer to represent the outcome of a damage roll. Invite The image shows each weapon tile with its corresponding die placed above it. A twelve-sided die is assigned to the shotgun, ten-sided to the assault rifle, eight-sided to the sniper, twenty-sided to the combat knife, six-sided to the grenade, and four-sided to the pistol.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/26b584be-23f3-4878-af03-ac6eb23067f8/Spawning.png</image:loc>
      <image:title>Portfolio Programming Gameplay Features Gallery Origin X</image:title>
      <image:caption>Spawning Context The process of determining which buff or weapon appears on the battlefield is simulated by players drawing a tile blindly. Highlight The programming equivalent would be a random number generator used to produce a numerical value stored in an integer. This number is then compared against variables representing types using conditional checks. When a match occurs, the corresponding item is created in the game. Invite The image above displays a selection of buffs and weapons that may be found inside the black bag to conceal what is being chosen.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogramminganimationsgalleryoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e63c3e4c-e5c7-4f50-9795-10a284412a06/Burst.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Origin X</image:title>
      <image:caption>Burst Context The design of this shotgun-style weapon closely mirrors how it would perform in the real world. It’s one of the bulkier choices, deals heavy damage, but is only effective at short distances. Highlight If this weapon were programmed, three integers would define its function. One would control how far the player can move, another would randomly determine damage based on a preset range, and a third would use a two-dimensional grid to verify if a target is within reach. Manhattan distance would be used for that calculation. Invite The image includes two tiles. The top showcases the weapon’s graphic, and flipping it over reveals its gameplay attributes.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/abc5f2b9-564d-45eb-af4d-f4388d928e99/Flesh+Eater.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Origin X</image:title>
      <image:caption>Flesh Eater Context Built to reflect the qualities of a real-life assault rifle, this weapon is heavy, provides balanced damage output, and can cover a broad attack range. Highlight Within a coding structure, three separate integer values would manage the weapon’s logic. One would handle player agility, another would calculate random damage through a set range, and a third would check distance using a two-dimensional grid based on the Manhattan method. Invite Two tiles appear in the visual. The top displays the weapon’s art, while the underside, when flipped, reveals its stat card.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3e92b5df-5f01-4e47-8153-34cbae6fc385/Glass+Eye.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Origin X</image:title>
      <image:caption>Glass Eye Context Inspired by a sniper rifle, this weapon emphasizes long-range precision. It’s heavy, offers consistent firepower, and boasts the farthest reach among all options. Highlight From a development standpoint, three integer-based variables would drive this weapon. One defines the character’s mobility, one simulates damage via a random number from a set range, and the final one checks attack viability on a two-dimensional grid using Manhattan distance as the measure. Invite The image shows two parts. The top illustrates the weapon itself, while the flipped tile beneath reveals key statistics.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b998c3ee-fc3c-4b6c-94f7-aba21a8a515a/Gore+Baton.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Origin X</image:title>
      <image:caption>Gore Baton Context Based on a combat knife, this melee weapon prioritizes speed and impact. It’s lightweight, exceptionally strong in close-range attacks, but offers no distance capability. Highlight In programming logic, three integers would influence how it works. One handles step count, another generates damage from a fixed range, and a third determines reach using a two-dimensional grid calculated by Manhattan distance. Invite The two tile visuals show the weapon’s look on the front and its flipped version containing all stat information.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9a9c38b1-6e3e-4ffc-9840-bbfeb8ad7b9a/Shock+Blast.png</image:loc>
      <image:title>Portfolio Programming Animations Gallery Origin X</image:title>
      <image:caption>Shock Blast Context This grenade-style weapon was created with real-world dynamics in mind. It’s one of the lightest in the lineup, inflicts minimal damage, but compensates with a decent throw range. Highlight In a coded environment, three integer values would be used. One would control movement distance, another would determine rolling damage output, and a third would assess whether a target is in range using Manhattan distance within a grid system. Invite Shown in the image are two tiles. The top displays the weapon’s exterior, and the reverse side shows its performance stats.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengessuperneoncolosseum</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f2dbfef2-c2c5-4f85-affc-f7f9e1a3d202/Attacking+with+Speed.png</image:loc>
      <image:title>Portfolio Game Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Attacking with Speed Challenge The game primarily featured projectile-based combat, which often led to engagements taking place at long range. While this element worked well, the team sought additional moments that encouraged players to engage in close proximity. Action A boost mechanic was already in place, allowing a tank to accelerate for a short burst of time. The team explored repurposing this feature as a collision-based attack, enabling damage to be dealt upon impact. To support this concept, an artist added a front-mounted mesh resembling a blade on a snow plow, visually signalling its function as a tool for pushing obstacles or opponents aside. This is demonstrated in the image illustrated above. Result Playtesting showed that the adapted boost mechanic felt natural to use and created a heightened sense of excitement during close encounters. This change successfully encouraged more direct combat and intensified player interactions.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/25496aed-9081-415d-84d1-7bc31543ef1a/Bragging+Rights.png</image:loc>
      <image:title>Portfolio Game Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Bragging Rights Challenge The team initially planned to display player names above tanks during battles. However, this became impractical due to time limitations. A suitable alternative was needed, as competitive games often rely on clear player identification. Action Rather than entering names manually, each player was assigned a distinct shape displayed above their vehicle. This allowed others to quickly recognise which tank belonged to each competitor. Result Although the sense of recognition was not as immediate as seeing a name, the system proved to be an effective compromise. Players began referring to each other by their icon during matches, often using this as part of playful taunting. Once the match concluded, they would connect each icon to its respective driver to discuss the outcome.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/218f262e-6b82-4c15-8e34-c68e3b27257a/Cars+Versus+Tanks.png</image:loc>
      <image:title>Portfolio Game Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Cars Versus Tanks Challenge In the early development phase, there was uncertainty over whether omnidirectional movement was best suited for a hover tank. Many successful vehicle combat titles, such as Vigilante 8, relied on forward acceleration as the primary method of movement. A practical approach was needed to determine which system would provide the most engaging experience. Action The Unreal Engine 4 default drivable car asset was modified to create both directional and omnidirectional movement options. Its visibility was disabled, and a tank mesh was placed over it, as shown in the image above. This was done to avoid personal bias. Playtesters tried both versions to evaluate how each felt. Result Omnidirectional became the preferred option because it closely mimicked how a real tank moves in its environment. It was also much easier to manoeuvre compared to directional movement. Players reported that while controlling the vehicle with the car controls, they often passed opponents too quickly, requiring long turns to reposition themselves, which interrupted the flow of combat.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/29f74fc9-9e46-4512-bd92-4cb109154f9b/Player+Discovery.png</image:loc>
      <image:title>Portfolio Game Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Player Discovery Challenge At times, players had difficulty locating one another. The team needed to develop a method to help players find each other more easily. Action One designer proposed adding a trail of light that emitted from the rear of each vehicle and gradually faded over time. The team reviewed the idea and approved it, as it was simple to implement and could potentially solve the problem. Result Players quickly learned to follow the vibrant light trails within the level, which guided them toward opponents. The mechanic was easily understood and effective.</image:caption>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ff932cfc-03a3-4d51-9bf9-eb1620525645/Removing+a+Class.png</image:loc>
      <image:title>Portfolio Game Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Removing a Class Challenge A heavy tank was planned for the final version of the game. The three-dimensional art asset was complete and there were recorded lines of dialogue for the vehicle’s artificial intelligence voice. However, due to its awkward shape, collision issues arose when moving it around the level. The team needed to decide whether it could be adjusted to stay in the game or if it should be removed entirely. Action The team held an open discussion. It was concluded that refining the tank’s movement mechanics and adjusting gameplay balance would take too much time, which was better spent polishing the existing light and medium class vehicles. Removing the heavy tank was deemed the best option. As a compromise, pictures of the asset and the recorded dialogue were included in the Extras section of the front-end interface to acknowledge the work completed. Result More time was dedicated to improving the existing tank classes. The medium tank was redesigned to serve as the heavy class, contrasting with the lightweight vehicle that already existed. The Extras section in the front-end interface gained notoriety during the project’s reveal at Vancouver Film School’s Pitch + Play presentation, as it showcased interesting pieces of information about the game’s development.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengesgearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/01e21f59-b4da-4ca5-a9eb-e609a60a6b48/Adhering+to+Theme.png</image:loc>
      <image:title>Portfolio Game Design Challenges Gear Shift!</image:title>
      <image:caption>Adhering to Theme Challenge The game jam required the inclusion of manual driving. An optional objective was explored to reinterpret this requirement in a more engaging or unconventional way. Action Several quick-fire ideas were explored during early planning. One concept involved a high-speed shooter where enemies could only be destroyed by switching to the correct cog projectile. However, the team ultimately aligned on a more literal approach, inspired by traditional manual transmission systems. The selected concept rewarded proper gear shifts at specific speed thresholds with temporary speed boosts, an effect illustrated in the image above. Result Although the outcome leaned toward a familiar gameplay structure, the creative momentum behind the decision strengthened the team’s enthusiasm. The project evolved into a focused, experimental piece that embraced the game jam spirit while offering a valuable opportunity for technical growth.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/278959a2-b9a9-4e7c-aaff-cc9ac1f61ff2/Awkward+Movement.png</image:loc>
      <image:title>Portfolio Game Design Challenges Gear Shift!</image:title>
      <image:caption>Awkward Movement Challenge The team set out to explore whether manual transmission could function within a car combat arena. It was a curious design challenge that tested the feasibility of merging traditional driving mechanics with high-speed action. Action A manual transmission system was implemented. Players could change gears after reaching certain speeds, receiving a small speed boost each time. The idea was to help them move across the map more efficiently. Result The mechanic introduced more problems than benefits. As shown in the image above, red arrows indicate acceleration, while blue ones mark deceleration. Gaining speed worked well in straight paths, but sharp turns often triggered sudden slowdowns. This was especially disruptive during combat and when navigating around obstacles. Many playtesters found the mechanic distracting, as it forced them to focus more on survival and eliminating opponents. The experience became overwhelming, and during the post-mortem, it was agreed that the feature should have been scrapped.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b763f8fb-1af0-4a84-aa25-0a03c8a25d91/Finding+a+Game+Loop.png</image:loc>
      <image:title>Portfolio Game Design Challenges Gear Shift!</image:title>
      <image:caption>Finding a Game Loop Challenge A car combat arena was chosen as a central focus, but a common genre issue needed addressing, as players often struggled to locate each other in large spaces while moving at high speeds. Action A territory-based system inspired by Halo: Combat Evolved's "King of the Hill" game mode was implemented. By requiring players to occupy a marked zone, encounters became more predictable and opponents easier to locate. Result Shifting the win condition to area control led to more consistent engagements. Playtesters gravitated toward the green floating rock at the centre of the map, beneath which a glowing ring indicated the scoring zone. Once inside, points would accumulate through the interface, prompting others to converge and compete for control.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6d3c1704-93d6-4006-a73d-3a60295d521f/Lack+of+Prototypes.png</image:loc>
      <image:title>Portfolio Game Design Challenges Gear Shift!</image:title>
      <image:caption>Lack of Prototypes Challenge A key element of any game jam is the ability to develop a fully playable experience in a limited timeframe. Up to that point, there had been experience with designing standalone mechanics, but never with producing an entire game or a functional slice of one under such constraints. Action Given the time pressure, the team decided to forgo traditional prototyping. Instead, several core mechanics were planned out using sketches and notes. Once alignment was reached on the general design, the team moved straight into development. Result During the post-mortem, the absence of prototypes was identified as a critical oversight. While many ideas seemed engaging on paper, their actual implementation lacked the intended impact. Rapid experimentation within the editor would have helped determine what worked and what did not, ultimately leading to a more polished experience.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/5b9af7b2-8abd-4450-85dc-563239b9d8b0/Witholding+Ideas.png</image:loc>
      <image:title>Portfolio Game Design Challenges Gear Shift!</image:title>
      <image:caption>Witholding Ideas Challenge Up until this point, collaboration had mostly been with familiar people, and there was little experience working with complete strangers. During the game jam, the team had a strong commitment to a specific vision. The personal challenge was to try to make that it succeed. Action Personally, it was decided to avoid pushing ideas that conflicted with their car combat game concept, which included manual transmission, despite noticing some design flaws. This was done to prevent coming off as an overbearing collaborator who was politely invited to join their team. Result Although it was unusual not to share suggestions, thoughts were openly discussed during the post-mortem. Some personal ideas were proposed to replace the manual transmission mechanic with an alternative that still fit the theme of shifting gears. One concept involved switching between different flamethrower ranges mounted on the vehicle’s back, controlled by the directional pad, as shown by the arrows in the image above. Each flame length corresponded to a fuel bar that decreased when used and required a cooldown before refilling. This system would have added a tactical element, encouraging players to choose longer flames for distant targets and shorter ones for close encounters. When this idea was presented, the team received it positively and agreed that stepping outside the comfort zone to offer new thoughts ultimately benefits the project. It was a mistake never to be repeated again and proved to be a valuable lesson learned.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengesmonolith</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/022f0c0f-d317-4df9-a696-7295957397c7/Adapting+to+the+Flashlight.png</image:loc>
      <image:title>Portfolio Game Design Challenges M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Adapting to the Flashlight Challenge During early prototypes of the game, initially designed in the style of Worms, a lighting mechanic was introduced that shifted the concept toward a Hide and Seek approach, where players eliminated one another in a dark environment. While the idea was intriguing, adapting to such a major change presented a significant personal difficulty, as it required embracing a drastically new concept. Action Initially, the mechanic felt out of place because it pushed the project in a different creative direction. Whiteboard sessions were used to illustrate how it was moving away from the original vision, allowing the team to assess the impact; however, in the end, it was overruled. Result Player feedback during the late stages of production revealed that the new light mechanic greatly enhanced the experience. This demonstrated that letting go of an original concept can sometimes allow a game’s design to evolve into something more engaging.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d975b0e3-2b92-400a-b506-af2dbe253ee1/Arial+Light.png</image:loc>
      <image:title>Portfolio Game Design Challenges M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Arial Light Challenge Players struggled to navigate the pitch-black environment, even with a directional light pointing straight ahead of them. They frequently collided with walls, disrupting the flow of gameplay. Action A circular aura of light was placed around each character, creating the effect of a spotlight shining directly above them when viewed from the game’s top-down perspective. Result The added illumination greatly improved navigation, allowing players to orient themselves more easily. They no longer ran into obstacles, such as the wall shown in the right half of the image above because they were able to see it, even during moments where they were walking backwards.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6269a221-0d2a-46cf-b36d-f48092b95a7d/Fairness.png</image:loc>
      <image:title>Portfolio Game Design Challenges M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Fairness Challenge The game featured three classes with distinct play styles. The rifleman attacked from a distance, the swordsman relied on close-range strikes, and the explosives expert specialised in grenade use. Balancing these roles was monitored closely by the team, as poor changes risked making certain characters feel unfair and reducing player engagement. Action Risk and reward scenarios were applied to each class. The rifleman could eliminate opponents from afar but became vulnerable if a shot was missed, as a visible aiming animation left them exposed. The swordsman excelled in close combat yet was at a disadvantage against ranged attacks if spotted during pursuit. The explosives expert could disrupt groups of opponents but had to wait for a grenade to detonate before throwing another, creating a window of weakness. Grid-like testing areas were developed to measure and adjust attack ranges, ensuring each class had strengths and weaknesses that required skill to master. This can be loosely represented in the image show above. Result Through iterative adjustments and regular playtests, the classes became balanced and engaging. Animation speeds for attacks and cooldowns were also fine-tuned, leading to more consistent pacing and fairer encounters across all play styles.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/047cbe75-e4f3-4660-8f02-aef53390c7fd/Initial+Concept.png</image:loc>
      <image:title>Portfolio Game Design Challenges M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Initial Concept Challenge Each team member was asked to pitch a two-dimensional video game idea that could realistically be developed within a few months as a mid-term school project. After all ideas were presented, the team would vote on which concept to pursue. Action Playing some classic games from my childhood helped refine the vision for my first team-based game creation. After revisiting some titles, Worms was included on the shortlist. The idea of making a derivative work based on this cherished childhood memory inspired new concepts to make it unique. Questions were proposed, such as how it would work with a horror theme, where it might be set from a top-down perspective, when the turn-based mechanic could be removed, and who would be guided if a timer automatically switched which squad members the player commands during gameplay. These ideas were combined into a visual presentation shared with the team. One of the slides showcased an image similar to the one above. The highlighted figures with health bars above them represent those actively being controlled by the player. Timers above the others indicate who will be managed next. Result The design offered a fresh take on a popular franchise. Although the vision needed further refinement, it convinced the team to select it as the project to develop.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e3c55585-2fba-4aef-b719-8753751c34b3/Screen+Peaking.png</image:loc>
      <image:title>Portfolio Game Design Challenges M.O.N.O.L.I.T.H.</image:title>
      <image:caption>Screen Peeking Challenge Since the game used split-screen multiplayer, players could glance at their opponents' actions to see what they were doing, which removed the element of surprise. The team noticed this and wanted to prevent cheating. Action The only solution the team agreed on was to incorporate local area network multiplayer. This way, each player would have their own private display. Since production was progressing well, this seemed like an obvious choice. Result Local area network multiplayer was added to the final game, which solved the screen peaking problem. However, this proved to be overly ambitious for a single programmer to complete in a short time. As a result, some features had to be removed, such as the grotesque body dismemberment that was planned to occur when eliminating an enemy.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengeoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/cdb9a26e-39d4-49b3-9204-77febf07be5e/Adjusting+Range.png</image:loc>
      <image:title>Portfolio Game Design Challenges Origin X</image:title>
      <image:caption>Adjusting Range Challenge There were six weapon pickups in total that required balancing to ensure they were fair when used during gameplay. Action Pros and cons were assigned to each weapon as a starting point to prevent players from becoming overpowered. Longer-ranged weapons already had an advantage since they could inflict damage from a greater distance. To balance this, the weight of carrying a larger weapon significantly reduced the distance a character could move per turn. In the left illustration above, the blue highlighted squares represent movement range, while the red squares represent attack range for a machine gun. In the right illustration, a player equipped with a melee weapon can only deal damage within a one-square radius but can move more freely across the map due to their higher movement allowance. Result Playtesters responded positively to the adjustments. Instead of everyone always going for the same weapon type, players began considering which tool best suited their current situation. For example, one player dropped a knife to pick up a sniper rifle when moving into a wide-open area, while another switched from a long-range weapon to a melee option when navigating tight corridors.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1e79d657-1acc-479f-8422-7138d7ff81ee/Pairing+Dice+with+Weapons.png</image:loc>
      <image:title>Portfolio Game Design Challenges Origin X</image:title>
      <image:caption>Pairing dice with Weapons Challenge The prototype leaned more toward the style of an American board game, with a strong emphasis on dice throwing to attack enemies. A unique twist was the use of different dice for specific weapons. The challenge was determining how to assign each die appropriately. Action Observations of playtesters in varied combat situations revealed that short-range gear was more difficult to use offensively. This occurred because players often required multiple turns to move their character into position before engaging an opponent. Since these weapons posed a greater hardship, dice with a larger numerals were assigned to the automatic, shotgun, and knife so have the opportunity to deal more damage. The pistol was a starting item so it was logical to pair it with a less lethal range of numbers. This also made sense for the grenade since it had a blast radius, unique ability that presented a method of hurting multiple targets, which did not require higher values, as that could risk making it overpowered. The remaining die type was assigned to the sniper rifle, which worked well due to its striking distance being rather far. The illustration above goes over everything mentioned here by showing a player piece accompanied by the amount of square units associated with the distance of each attack. Result Initially, playtesters felt that assigning higher-numbered dice to short-range weapons created an imbalance. Once movement units were reduced to slow the rate at which players could reach opponents, the adjustments were received more positively.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/08bab7a0-53d9-4d86-8766-ad540b8f41c5/Player+Amount.png</image:loc>
      <image:title>Portfolio Game Design Challenges Origin X</image:title>
      <image:caption>Player Amount Challenge The tabletop game was intended to feature both multiplayer and team-based gameplay. The challenge was determining the optimal number of participants. Action While the game could have worked in a one-versus-one format, the goal was to capture the feel of a modern first-person shooter, where players typically enjoy matches with more participants. The number was first increased to two-versus-two. However, this created an issue, because if teammates disagreed on a strategy, there was no third party to break the tie. Ultimately, the format was changed to three-versus-three. Result With three-versus-three gameplay, the energy of the game noticeably improved. As shown in the image, players discussed strategies more actively and even boasted about their skills at throwing the die onto the crosshair board, which featured damage multipliers.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c72987cb-ad83-44a1-b36e-2cb09ed6473b/Relating+to+Shooters.png</image:loc>
      <image:title>Portfolio Game Design Challenges Origin X</image:title>
      <image:caption>Relating to Shooters Challenge There are many combat-style tabletops available, but few specifically capture the traditional first-person vide game format. It was a true test of creativity to see if this could be achieved. Action Breaking down what defines the first-person combat genre revealed that perspective is key. The battle is experienced through the soldier’s eyes. This idea was applied quite literally when designing the reticle component for the board game. A large target was created to represent the sights of a weapon. As shown on the left side of the above illustration, the diamond-shaped crosshairs have multiple layers. A die is thrown at this and the rolled value is multiplied based on where it lands to determine how much damage is inflicted on an enemy. Result Players familiar with the first-person genre quickly grasped the mechanic. It became a standout feature of the gameplay and helped set it apart from more tactical war tabletops such as Warhammer. Although the system has a random element, there is still a physical skill aspect in attempting to roll the die as close to the centre of the crosshairs as possible.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b047b135-72f8-46e3-b815-13c431f6e73c/Working+Together.png</image:loc>
      <image:title>Portfolio Game Design Challenges Origin X</image:title>
      <image:caption>Working Together Challenge After introducing three-versus-three multiplayer to the deathmatch mode, it became difficult to get players to collaborate on eliminating opponents. People often went rogue and focused on their own actions. Something needed to change to encourage more team play. Action It was clear that the deathmatch aspect needed to stay to keep the first-person shooter feel, but more objective-based decisions needed to be implemented in order to bring players closer. This led to the introduction of a "Capture the Flag" mode. Teams were required to cooperate in order to steal the opposing team’s flag. Result Players familiar with the common "Capture the Flag" mode in many shooters quickly related to the change. Suddenly, they began coordinating with their teammates to ensure their planned actions were supported before proceeding. The image above provides a strong example of teamwork, showing a player on the green team stealing the enemy flag while their teammates back them up by intercepting opponents who give chase.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengessmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4510ecce-6d74-4e7a-b0cd-b737f960e384/Choosing+a+Character.png</image:loc>
      <image:title>Portfolio Game Design Challenges Smashed Bros.</image:title>
      <image:caption>Choosing a Character Challenge During pre-production, there was debate over whether character selection should follow a roster format or use three consistent classes. Action One gameplay feature considered essential was the ability to purchase alcoholic weapons at a liquor store during matches, a complex mechanic to balance on its own. With a small development team, it was more practical to adopt a uniform class system rather than manage multiple characters with unique skill sets. This approach also complemented the theme of drinking through terms such as light, medium, and heavyweight, often linked to alcohol tolerance. Result In this instance, prioritising the project’s theme over feature variety helped create a more cohesive experience. It was predicted that this decision would lead to a smaller but more refined gameplay experience, which the team agreed was better than a larger yet unbalanced design.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/abde8ae1-435e-4a79-bcb1-097a91d09dfd/Making+a+Drinking+Video+Game.png</image:loc>
      <image:title>Portfolio Game Design Challenges Smashed Bros.</image:title>
      <image:caption>Making a Drinking Video Game Challenge It was a personal experiment to see if a drinking-themed game could appeal to people who enjoy alcohol. Action Research showed that sixty-five percent of gamers consume alcohol, and about half of the gaming community enjoys action games. These findings motivated the attempt to combine these interests. The illustration above reflects this target market, which is an younger individual enjoying a drink and playing Call of Duty: Black Ops. Several adrenaline-driven games were analyzed to explore how liquor could be integrated into their mechanics. While this could apply to many genres, shooters stood out. It was not only aesthetically suited for an alcohol theme, but it also allowed the traditional mechanics to be pushed in new directions, such as using wonky physics to simulate drunkenness when hit by weapons that induce intoxication. Result After pitching the idea to the team, the feedback was very positive. Many found the concept relatable due to the strong alcohol culture within gaming. They recalled moments of drinking and playing with friends during local area network parties. The idea quickly became a lively discussion point, which led it being selected as the Digital Design Document project.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/5cb89915-4edd-44b2-9eb5-1603bb619c88/Perspective.png</image:loc>
      <image:title>Portfolio Game Design Challenges Smashed Bros.</image:title>
      <image:caption>Perspective Challenge The Digital Design Document was completed with the idea of the game taking place from the player character’s point of view. A question arose afterwards, asking whether it could have been a third-person experience instead. Action A pros-and-cons list was created for both first- and third-person camera perspectives. Research indicated that having the camera see through the eyes of the player’s character felt more relatable, as people naturally experience the world from their own point of view. However, the exaggerated, comical physics that occurred when a they became intoxicated were far more entertaining to watch from a distance. This suggested a strong case for using that approach. Result If the Digital Design Document had outlined a third-person perspective, the game might have been more appealing to streamers, as humour is a core part of their content. This change will be considered in the future as a fun personal project.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/48776bec-fab7-472f-ad2a-2426d3128d49/Rubber+Banding.png</image:loc>
      <image:title>Portfolio Game Design Challenges Smashed Bros.</image:title>
      <image:caption>Rubber Banding Challenge Players are rewarded for going on drinking sprees, meaning eliminating multiple opponents in a single life. If done successfully, they receive a special ability that gives them a competitive advantage. This was widely accepted as a positive feedback loop by the tam, but no one discussed until the post-mortem what a negative variation might look like. Exploring this became a personal task. Action Since the killing spree concept was originally inspired by Call of Duty 4: Modern Warfare, the team reflected on another mechanic from that game designed to help downed players revive themselves. This was called last stand. Essentially, if someone lost all their health they would collapse into a fallen position. During this moment they are provided with a brief amount of time to eliminate an enemy. If successful, they do not die and given a second chance. Result When presented to the team, it was evident that the Last Stand mechanic would have been a valuable addition to the Digital Design Document. Since the game already supported highly skilled players well, it would have been fitting to do the opposite by giving unskilled ones a similar opportunity to help maintain balance.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7bbdcdb9-b54c-482d-b3ab-34961f96c166/Simplification.png</image:loc>
      <image:title>Portfolio Game Design Challenges Smashed Bros.</image:title>
      <image:caption>Simplification Challenge In this drinking-themed shooter, the meter representing a player’s vitality is displayed as a breathalyser. Instead of losing health through standard attacks, players become intoxicated via alcohol-based weapons. The original design split the meter into five segments. At the start of a match, it is full, representing complete sobriety. When a character takes a hit, the meter decreases. Each time it drops into a new section, the player suffers a different form of sensory impairment to reflect growing drunkenness, paired with altered physics. All senses would be affected before the character ultimately blacks out. While the idea offered many creative possibilities, it soon proved overly complicated, which risked confusing players. This was identified after the Digital Design Document was finished and addressed in the post-mortem discussion. Action The breathalyser system was streamlined into three parts, as illustrated in the image above. First, subtle camera shakes signal that a player is under attack, giving them a chance to react. Next, the player experiences only one of the five drunken sensory impairments, determined by the type of alcohol used against them. Finally, mild wonky physics effects are introduced. Result The updated breathalyser system retains its unique identity while significantly reducing complexity. Further adjustments will likely be made through playtesting, but this is a step in the right direction and demonstrates how overwhelming players with too much information can hinder gameplay.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliogamedesignchallengestinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9254e06f-6dfb-465f-a154-e3c948f426f3/Achievable+and+Brutal.png</image:loc>
      <image:title>Portfolio Game Design Challenges Tiny Gear</image:title>
      <image:caption>Achievable and Brutal Challenge Could the game feel fair while also being extremely difficult? These opposing concepts proved challenging because they require constant refinement to find the right balance. Action Timing jumps appeared to be the true test for players. This meant adjusting the speed at which oncoming platforms and obstacles approached. The question became how fast these could go before people would quit out of frustration. The game was tuned so they had just enough cushion to make it to the next safe landing area. To balance this small margin of forgiveness, the stakes were raised by implementing permanent death upon failure, as shown in the image above where the player’s character collides with an obstacle. Result Before the public release, players expressed that it felt like they were narrowly escaping obstacles, which created a constant dopamine rush. After launch, the game’s addictive nature became clear as several people requested an online leaderboard to showcase their scores, proving that they were actively engaged.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/798f8744-5126-4ee1-8507-7ff71c452ee0/Angled+Jumping.png</image:loc>
      <image:title>Portfolio Game Design Challenges Tiny Gear</image:title>
      <image:caption>Angled Jumping Challenge During early pre-production, exploration was done to decide if a player should be able to jump in multiple directions to reach platforms, similar to what is displayed in the above illustration. Action A brief prototype was developed to test the feel of the more dynamic jumping. To do so, a player would have to slide their finger on the screen to fling their gear character to their desired position. Result The sensation of flinging a character provided a tactile enjoyment but the process was lengthy and too complex for the desired fast-paced environment, which led to the mechanic being abandoned.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/c41a4ed6-4882-4785-9c86-378e95ffd878/Crafting+a+Relateable+Experience.png</image:loc>
      <image:title>Portfolio Game Design Challenges Tiny Gear</image:title>
      <image:caption>Crafting a Relatable Experience Challenge The goal was to create a game that would satisfy casual players while also appealing to retro enthusiasts. It was a challenge to merge these two elements into one enjoyable and cohesive experience, especially given the abundance of similar content already available. Action Inspiration came from mobile games like Geometry Dash and classics such as Super Mario Bros. These games highlighted the jump mechanic as a core gameplay element. The question became how to make this feel more unique. The solution was to alter the idea from hopping over enemies to a motion that allowed the player to spring back and forth between two fixed positions. Result The back-and-forth jumping offered a fresh take on a commonly used mechanic. When first implemented, it naturally led to the idea that players needed to watch for obstacles approaching from both sides of the landing points. This feature was incorporated into the final version of the game.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/454e85d5-7d60-47a5-b28b-40e9c1248509/Implicit+Tutorial.png</image:loc>
      <image:title>Portfolio Game Design Challenges Tiny Gear</image:title>
      <image:caption>Implicit Tutorial Challenge A personal goal was to design the tutorial without handholding, inspired by games like Megaman X, which teach players through self-taught methods. Action By observing how people interact with their phones when something is not working, it was clear they tend to tap the screen randomly to provoke feedback. This instinctive behaviour among mobile users was expected to occur when players were suddenly introduced to the gameplay. Therefore, the game begins abruptly with no on-screen instructions. When players tap, their character immediately jumps in response, as show in the above illustration. Result This self-guided learning approach worked better than expected. Even players with little gaming experience quickly understood what to do within the first few seconds of gameplay.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/41c23238-71a2-4ec1-9ee6-f7a4b0c92e8a/Being+Realistic.png</image:loc>
      <image:title>Portfolio Game Design Challenges Tiny Gear</image:title>
      <image:caption>Being Realistic Challenge The very first game ever designed was initially planned to be more involved, featuring a player exploring carefully crafted levels with unique abilities introduced along the way. However, the question arose whether being so ambitious early in a career was a wise choice. Action Research was conducted into advice from other designers about creating a first game. It was commonly recommended to start by building around a single mechanic. This approach to generating meaningful gameplay has even been used in complex AAA titles such as Portal. Additionally, a one-button experience is considered an effective test of creativity. These lessons formed the foundation of the project and ultimately shaped it into the version roughly displayed above, which features a simple jump mechanic controlled by a single input. Result Simplifying gameplay provided a solid introduction to game design. Creating a game with only one input was still challenging but taught valuable lessons about deciding what elements were important enough to keep in the final product.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengesgearshift</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ae7a574b-9b0e-49a2-9ce8-bc7b4d4eb036/A+Closer+Look+at+Car+Combat.png</image:loc>
      <image:title>Portfolio Programming Challenges Gear Shift!</image:title>
      <image:caption>A Closer Look at Car Combat Challenge The overall concept of the car combat genre was understood, but specific weapon details remained unclear. Clarifying these mechanics was essential for accurate implementation in code. Action A representative title from the genre was analysed to identify core components for replication in code. The original iteration of Twisted Metal was selected for study. The image above illustrates three weapon types featured in the game. The first is a machine gun with unlimited ammunition, the second is a rocket that functions as a finite pickup, and the third is a powerful special weapon unique to each vehicle type, which replenishes through a cooldown system. Result The gathered data translated directly into adaptable programming concepts. For example, increasing the value of a float representing fire rate could accelerate bullet output. A rocket’s detonation in mid-flight could be triggered by setting a toggleable boolean variable to true. A special weapon could adopt multiple forms based on enumerator state changes.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/796d15dc-2c93-421c-a6a2-da70ec81d394/Making+a+Weapon.png</image:loc>
      <image:title>Portfolio Programming Challenges Gear Shift!</image:title>
      <image:caption>Making a Weapon Challenge No prior experience existed in coding weapons during the project, making it a valuable test to learn and apply this skill. Action Research conducted online indicated that establishing the forward direction of the vehicle was critical, as shown in the image above. This ensured that bullets accelerated in the correct direction. Common issues were identified, such as projectiles hitting the firing vehicle when spawned too close or not moving away quickly enough. Result Gaining insight into standard methods for implementing shooting mechanics directed programming efforts effectively. Recognizing potential pitfalls early helped reduce time spent troubleshooting. One useful approach discovered involved projectiles verifying the tag of collided objects to confirm they were opponents before applying damage.</image:caption>
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      <image:title>Portfolio Programming Challenges Gear Shift!</image:title>
      <image:caption>Studying Movement in Racing Challenge The team was not fully familiar with many details of racing games, which prevented immediate coding. Exploring this genre was necessary because it primarily focused on vehicle movement. Action Research revealed that racing games typically emphasize acceleration, braking, drifting, and steering. Result Breaking down the four mechanics raised several programming questions. How will torque affect acceleration? What will the gradual deceleration be like when braking? At what speed will drifting become accessible? Will the steering be sharp? This research enabled the team to consider how vehicle behavior could be designed dynamically.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/778540fe-374a-408f-8f97-0392ed29f924/Traits+of+an+Explosive.png</image:loc>
      <image:title>Portfolio Programming Challenges Gear Shift!</image:title>
      <image:caption>Traits of an Explosive Challenge Although the team had played many games featuring explosions, the individual components that create one were not fully understood. This knowledge was necessary to implement them through code. Action Research identified three core elements of an explosion. These were damage falloff, lifetime, and physics impact. Each element was documented for further analysis. Result Understanding these elements opened numerous coding possibilities in Blueprint, including the use of Apply Radial Damage with Falloff for damage falloff, Set Life Span for lifetime, and Add Radial Impulse for physics impact.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/91dbc623-6022-49c9-b6ab-fb27cf1ad70d/Understanding+Manual+Transmission.png</image:loc>
      <image:title>Portfolio Programming Challenges Gear Shift!</image:title>
      <image:caption>Understanding Manual Transmission Challenge Gear shifting was the main theme of the game jam so it was essential to understand how it worked in a car. Few team members knew the details but had a rough idea. Understanding this was important before starting to code. Action Research revealed that pressing the clutch pedal disconnects the engine from the transmission to prevent grinding. Moving the gear stick shifts the forks inside the gearbox to select a gear. Releasing the clutch reconnects the wheels, allowing power transfer. This process enables the engine to match the wheel speed, helping the vehicle reach higher velocity more efficiently. Result Although the mechanics of manual transmission were interesting, the team chose to simplify the experience due to time constraints. Instead of using complex nodes like Set Engine Torque Curve to control engine rotation per minute, the player simply presses one button to switch gears at specific speeds represented by a float.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengessuperneoncolosseum</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/8f604157-478e-438f-86d0-07993d30c392/Animating+the+Interface.png</image:loc>
      <image:title>Portfolio Programming Challenges Super Neon Colosseum</image:title>
      <image:caption>Animating the Interface Challenge Before reaching the start screen, the team wanted a flashy animation to reveal the title of the game and emphasize the vibrant eighties-inspired aesthetic. Action After importing the art assets for the background and title into a widget blueprint, the animation was broken into individual components. First, the background would fade in. Then two separate portions of the title scaled down into frame to reveal Super Neon Colosseum. Finally, the Press Start prompt appeared. The animation was assembled using keyframes and executed with a Play Animation node. Result Breaking the animation into components helped clarify what was required for implementation. It also made it easier to adjust the concept before fully committing it in the Blueprint.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/74ac7fa9-5516-4b70-8794-66156394c3e7/Comments+and+Groups.png</image:loc>
      <image:title>Portfolio Programming Challenges Super Neon Colosseum</image:title>
      <image:caption>Comments and Groups Challenge Although comments and groups were used throughout the blueprints, a scrum meeting revealed that programmers were often being delayed before starting their a task. This was mainly due to the time spent navigating between different sections of logic. Action A system was introduced where groups were assigned thematic colours to represent specific types of logic. The legend shown above was provided to help programmers quickly identify what they were looking at. Result After implementing the new grouping system, programmers reported that navigating the blueprints became much easier. This improvement reduced wasted time and boosted overall productivity.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/7b3fe67e-38df-4bf3-b655-a329df9f81b6/Getting+the+Player%27s+Attention.png</image:loc>
      <image:title>Portfolio Programming Challenges Super Neon Colosseum</image:title>
      <image:caption>Getting the Player's Attention Challenge Survey results showed that players were not recognizing that their vehicle was low on health. The goal was to adjust the interface to convey this information more effectively. Action Animations were tested to make the health indicator more noticeable. The final version, shown in the image above, replicated flashing similar to emergency vehicle beacons. The medical cross icon began red with a green health bar, and the two colours alternated repeatedly. This effect was triggered through a Play Animation node, with a short Delay added to create a controlled pause between colour changes. Result Players quickly recognized when their vehicles were in critical health. This prompted immediate action to locate and collect health packs placed throughout the maps.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/9a269055-e36b-4ce1-90cc-cc66fb26f3ee/Navigating+the+Front-End.png</image:loc>
      <image:title>Portfolio Programming Challenges Super Neon Colosseum</image:title>
      <image:caption>Navigating the Front-End Challenge Coding the majority of the front-end interface was challenging due to the many different menu navigation options. Action Flow charts were created to outline the front-end layout. While a more detailed wireframe was made during pre-production, the condensed version shown above illustrates the final product. Text with squares represents individual menu pages, while text without squares indicates selectable options. Arrows displays which menu the player is taken to when an option is selected. Result The flow chart provided a clear visual map of the front-end layout, making it much easier to implement the intended design. It also allowed other team members to quickly understand the structure, enabling them to assist efficiently when needed.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/0604d4c5-bc76-4fd1-941d-f6cfd7d4c1b5/Public+Variables.png</image:loc>
      <image:title>Portfolio Programming Challenges Super Neon Colosseum</image:title>
      <image:caption>Public Variables Challenge Multiple aspects of the game were being developed by different programmers. At times, completing a task required accessing values from logic another team member was creating, which was especially common for the head-up display. Action Clear communication was essential. Team members kept each other informed about which variables needed to be made public so certain values could be shared. The head-up display image above illustrates a breakdown of its individual elements, many of which relied on data from other developers’ work. Result By maintaining clear communication about public variables, tasks such as creating a responsive interface that accurately displayed player boost and health were completed. This was achieved by accessing Integer values representing the remaining amounts.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengessmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/39a8a661-2de9-4039-8356-8cd57f74f4a5/Contoller+Input.png</image:loc>
      <image:title>Portfolio Programming Challenges Smashed Bros.</image:title>
      <image:caption>Controller Input Challenge Creating a distinct and satisfying feeling through player input can be difficult. At the end of the day, a button press simply triggers a gameplay event like any other. The hurdle was finding a way to make that action more engaging and gratifying. Action Because the gameplay featured Super Soaker-inspired weapons, it was the perfect opportunity to use a controller’s pressure-sensitive triggers to simulate the sensation of pressing a water gun’s release lever. As shown in the illustration above, the depth of the trigger press would determine how much water was expelled from the blaster. Result The idea resonated with the team, as it took a similar approach to Super Mario Sunshine, which also incorporated a liquid spraying mechanic. Capturing that same feeling would help players feel more connected to the gameplay, enhancing immersion and making the experience more tactile.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1bbebc88-e3ff-42e7-be8b-169c36de43df/Comparing+Othe+Games.png</image:loc>
      <image:title>Portfolio Programming Challenges Smashed Bros.</image:title>
      <image:caption>Comparing Other Games Challenge The framework of how a water blaster projectile would work needed to be assembled. The team had a rough idea of what to consider, but needed more information. Action A similar styled game, Splatoon was studied and broken down into individual components to help better understand how it could be implemented in the project. Result Although the information was deep, at its core it was discovered that there was a projectile movement component that required initial velocity, directional vector, spread. There was also the aspect of the flight physics, which were affected by gravity, drag, and a lifetime timer. The impact required collision detection, blast radius, damage falloff, and ink coverage. All of these individual elements helped the team better understand the complexity of how shooting a water blaster worked in a AAA title, which could be directly applied to the project.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f201b6b9-e04f-4a2e-aa9e-1fdd6797e779/Five+Senses.png</image:loc>
      <image:title>Portfolio Programming Challenges Smashed Bros.</image:title>
      <image:caption>Five Senses Challenge When a player was hit with different types of liquor, side effects were intended to affect one of the five senses to enhance the sensation that their character was intoxicated. Each effect needed to be broken down into a programmable way to illustrate a specific sensation. Action The panels in the drawing above represent a breakdown of the desired effects for each sense. For visual, effects were implemented by blurring the screen using a SceneTexture: PostProcessInput0 node. Auditory would involve muffling sounds through Set Low Pass Filter Frequency. Tactile could have accelerated ragdoll physics to make collisions feel more exaggerated by using Set Simulate Physics. Gustatory would increased sensitivity to oncoming alcohol related attacks, causing the character to briefly stall through Play Animation. Olfactory effects induced nausea and slowed movement by adjusting the player’s movement speed with a Float value. Result Breaking down the five senses helped clarify how each effect could be implemented in code, allowing the team to plan more effectively. While adjustments would still be necessary, this approach provided a clear foundation for establishing a intoxication system.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3ad775c4-fff2-4261-aebb-d604e68daa56/Predetermining+Coding+Opportunities.png</image:loc>
      <image:title>Portfolio Programming Challenges Smashed Bros.</image:title>
      <image:caption>Predetermining Coding Opportunities Challenge Although the team had experience with shooters, it was essential to understand their inner workings at a deeper level. Developing rough ideas for coding a basic weapon was necessary to guide production. Action The image above illustrates a breakdown of the components involved in shooting mechanics found by studying other games catering to the same genre. Concepts for coding became immediately apparent. Accuracy could be simulated using an Aim Direction node with a random Float offset for bullet deviation. Ammo count and size were tracked with an Integer. Fire rate was controlled using Delay to enforce intervals between shots. Recoil was emulated with Add Controller Pitch/Yaw Input to adjust camera movement. Spread utilized Random Float in Range to vary bullet trajectory around the crosshairs. Stabilization employed RInterp To to gradually return the aiming vector after firing. Result Understanding these elements provided a foundation for implementing shooter mechanics. While additional depth could be applied, knowing these core components helped guide the team toward a structured approach for production.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/b78daeea-7593-4415-93ea-8aa662a6e2ef/Realism+Through+Values.png</image:loc>
      <image:title>Portfolio Programming Challenges Smashed Bros.</image:title>
      <image:caption>Realism Through Values Challenge Even though the game focused on exaggeration, some aspects were intended to feel realistic, particularly regarding alcohol. Players were expected to assume that certain beverages would have stronger effects than others based on real-world experiences. Action The alcohol content of each beverage type was carefully considered. The data shown in the image above reflects global averages for typical drinks. Result The alcohol percentages served as a guideline in the early stages of production to estimate the damage each beverage would inflict on an opponent when used as ammunition. It was also discovered that these amounts vary by country. The idea of adjusting them based on the player’s geolocation emerged as a potential patch update depending on the game’s performance.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengestinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/be45702c-591f-4c95-b1eb-e84848bee825/Differentiating+Input+Types.png</image:loc>
      <image:title>Portfolio Programming Challenges Tiny Gear</image:title>
      <image:caption>Differentiating Input Types Challenge Since this was the first video game personally developed, understanding how to link gameplay with player actions was a new experience. Exploration was required to grasp the various input methods. Action Searching the online revealed variations of a single input. GetKey is for a continuous hold, useful when a player wants the cog in the game to travel in a specific direction for a set duration. GetKeyDown represents a key just pressed, ideal for quick, responsive actions. GetKeyUp triggers when a key is released, often used for stopping gestures, such as ending a charged attack. Result Understanding these input methods led to experimental ideas. For the fast-paced endless runner, the jump mechanic was refined, and GetKeyDown was chosen as the primary input method for responsive gameplay.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/849a2155-0e3d-469d-b1c0-78dd537d576f/Exploring+New+Platforms.png</image:loc>
      <image:title>Portfolio Programming Challenges Tiny Gear</image:title>
      <image:caption>Exploring New Platforms Challenge Many resources were available for coding on iPhone devices, but few existed for the new version of Apple TV, which was about to release its very own App Store. Making the game available this digital storefront became a personal goal. Action Unity 5 provided an Apple TV software development kit that supported the Siri Remote. The application programming interface was explored to identify usable input methods. Searching revealed that there was an abundant amount so a script was written that used each in a way that would execute unique debug text. The game was installed and launched on the newly purchased device. Then all of the buttons on the remote were individually pressed to see what output was generated. Result Using code in a way to test revealed that Input.KeyCode(Joystickbutton14) correctly registered presses on the glass touch surface of the Siri Remote. This was the primary button to be used to execute jumps in the game.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/8ecf7877-5229-49b1-bdaa-2d6ff3a2ac49/Learning+the+Editor.png</image:loc>
      <image:title>Portfolio Programming Challenges Tiny Gear</image:title>
      <image:caption>Learning the Editor Challenge Unity 5 was completely unfamiliar at the time. Understanding its operation was essential for creating a video game as there were not many alternatives at the time. Action The entire instruction manual was read to gain a clearer understanding of the editor’s structure. Notes were taken to remember key aspects, including a visual breakdown of the interface shown in the image above. Questions, such as how to add code to individual components, were documented and answers were researched to deepen understanding. Result The instruction manual contained extensive information, though some sections introduced complex concepts. Practicing in the editor proved to be the most effective way to fully understand how Unity 5 functioned.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4ea3ae99-9a1a-4e61-a80c-fcf79855f8b6/Movement+Inconsistancies.png</image:loc>
      <image:title>Portfolio Programming Challenges Tiny Gear</image:title>
      <image:caption>Movement Inconsistencies Challenge As shown in the image above, the velocity of a player’s gear varied when jumping from one side to the other. The top panel displays the cog moving slowly to the right, while returning to the left it quickly flies through the air. At higher speeds, the character asset could get stuck within a platform’s collision. Action Troubleshooting led to testing different Time methods to determine if the physics were affected by deltaTime. Several other functions were examined, ultimately resulting in the use of smoothDeltaTime. Result The smoothDeltaTime function resolved the inaccuracies in physics calculations. While the root cause of the issue remains unclear, research also identified potential drawbacks, such as input lag, though tests confirmed that this was not the occurring.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/59c3f57d-6422-4afc-bfe0-91f4048e00fa/Self-Taught+Coding.png</image:loc>
      <image:title>Portfolio Programming Challenges Tiny Gear</image:title>
      <image:caption>Self-Taught Coding Challenge Programming was a new concept that had not been explored previously. Learning C# was essential to bring the game’s mechanics and systems to life. Action At the time of development, fewer tutorials were provided by Unity Technologies, but enough existed to become familiar with C# in the editor. Each was completed thoroughly, eventually leading to the creation of a few small games, as shown in the image above. The first illustration represents a vertical space shooter, the second a third-person action adventure, and the last an online multiplayer first-person shooter. Result Completing the tutorials clarified how logic is used in the editor and provided preparation for creating an independent project, which eventually became Tiny Gear.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengesoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/dee3dd35-2a26-423f-89e9-b292b5dbc105/Heat+Map.png</image:loc>
      <image:title>Portfolio Programming Challenges Origin X</image:title>
      <image:caption>Heat Maps Challenge When the board game map was not randomly generated, there was a desire to know where players were dying in order to identify pain points in the deathmatch experience. The next hurdle was finding a method to track this data. Action Digital games often use heat maps to understand where players are dying in a level, so this idea was adapted for a physical format. An image of the map was drawn and printed, then brought to the playtest sessions. Each time a player died, the position was recorded on the sheet. Result The image above shows one of the heat maps. The brown areas indicate higher elevation, yellow represents lower elevation, and grey marks inclines connecting the two. Red shaded portions show the positions where players died. Data analysis revealed that many deaths occurred in the lower elevation. Further testing showed that these areas were at a disadvantage because they were openly exposed. The solution was to add small areas of cover to give players better opportunities to protect themselves.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1305fc83-c4e1-4825-8188-8be82d1ad700/Inheritance.png</image:loc>
      <image:title>Portfolio Programming Challenges Origin X</image:title>
      <image:caption>Inheritance Challenge The image above shows crude representations of a vehicle on the left and a turret on the right, viewed from a top-down perspective. These elements did not make it into the finished prototype due to time constraints. While they were in development, the idea of having several types of each was considered. Action To support multiple types of vehicles and turrets, continuity between their variations was necessary. Each variant needed to share certain characteristics, similar to how inheritance works in a parent and child class structure. Design rules were created to maintain this relationship, such as all vehicles having impact damage and movement, and all mounted turrets increasing damage but suspending movement. Result Applying programming concepts provided a framework for creating multiple turret and vehicle systems. However, the scope was too large, so these features were cut from the final prototype. They could be revisited in the future, possibly as an expansion.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a8d2ef42-209b-406e-bf8f-6c2092e3f647/Many+Iterations.png</image:loc>
      <image:title>Portfolio Programming Challenges Origin X</image:title>
      <image:caption>Many Iterations Challenge Determining what was genuinely fun in a board game proved to sometimes be difficult, especially when experiencing creative block. This is mainly because ideas that seemed exciting in theory often felt underwhelming when implemented. A method was required to identify what created an enjoyable gameplay experience. Action Producing numerous basic prototypes provided the answer. Expensive materials were avoided until the structure of the game was clearly defined and refined. The basic materials shown in the image above were sufficient to test whether a concept had genuine entertainment value. The repeated process involved breaking down promising ideas into individual mechanics and converting them into playable systems for others to try. This cycle continued until the desired audience reaction was consistently achieved. Result Comparing the earliest prototype to the final version showed a clear progression in refining the vision through playtest feedback. The core elements that made the game enjoyable became more apparent. In this case, much of the amusement came from appealing to those interested in experiencing a first person shooter as a board game.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d37fa8ae-b404-4105-9cba-cced45b69a90/Pseudocode.png</image:loc>
      <image:title>Portfolio Programming Challenges Origin X</image:title>
      <image:caption>Pseudocode Challenge The tabletop project grew to include numerous mechanics and systems. This introduced many potential edge cases that could disrupt gameplay. Since playtest sessions were valuable, identifying these issues beforehand became essential. Action A method using pseudocode was developed. Each gameplay component was outlined as a snippet of logic, similar to the examples in the image above. These ones in particular describe what happened to a character upon using each special ability. These were all written on separate index cards. Once the entire game was fully broken down into these elements, they could be paired to identify situations that had not been thoroughly tested. Result The process was time consuming but effective in uncovering overlooked scenarios. One example involved pairing If player uses sight capsule: Increase shooting distance by 22 with If player uses sharp sight: Increase shooting distance by 12. The sight capsule was intended to enhance close-range weapons, but its effect on a long-range weapon, such as a sniper rifle, proved excessive. This led to the sight capsule’s value being reduced by half.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a0753aff-1f98-49f7-8e19-3bcde279b09b/Tracking+Player+Paths.png</image:loc>
      <image:title>Portfolio Programming Challenges Origin X</image:title>
      <image:caption>Tracking Player Paths Challenge Understanding character movement was essential for designing a deathmatch-oriented board game. Tracking the way they traversed the environment revealed certain patterns. One notable behaviour emerged where players often stayed behind two nearby pieces of cover, repeatedly rushing toward their opponent, attacking, and retreating, similar to what is shown in the illustration above. Action Rather than spawning only one item per round, both an ability and a weapon were made to appear simultaneously at random positions on the board. Result The change encouraged players to leave cover and risk retrieving pickups that could give them a competitive advantage against opponents who had forced a stalemate. The guaranteed appearance of both an ability and a weapon increased the likelihood of something useful spawning, making it easier to break out of a stagnant scenario. Previously, a weapon might appear that was of no benefit if players already had strong gear. Guaranteeing an ability to materialize ensured that players could enhance their character regardless of their current weapon.</image:caption>
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  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesignchallengesbillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/1eaabce7-8d1e-495c-839e-8d23f31528de/Alternate+Paths.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Billy Saves the World</image:title>
      <image:caption>Alternate Paths Challenge Significant issues emerged with both the animations and combat mechanics for the giant arachnid encounter. Troubleshooting efforts failed to resolve the core problems, leading to a complete rework of the boss battle into an event driven entirely by dialogue trees. The transition posed additional hardships, including the use of two incompatible spider assets. One supported animations without dialogue, while the other was the complete opposite. Each path concluded with the creature being destroyed by a fireball, though one route involved an additional underground level that also needed to be built from scratch. The objective was to integrate all these components into a smooth and cohesive sequence. Please look at the drawing above to see a rough example of the overall longer player route, which has been highlighted in purple. Action The structure was planned on paper to account for branching narrative paths in a flowchart. It outlined a system in which antagonizing the spider through poor dialogue choices resulted in the player being knocked off a cliff into the underground stage. This was managed through a counter that tracked negative responses, triggering the fall once a threshold was reached. Switching between the two spider assets was required at various points, depending on whether animations or dialogue were needed. The underground level consisted of a platforming sequence where players navigated across disappearing tiles, some of which were false and triggered a fall upon collision. Area triggers were used to briefly disable all platforms, forcing a restart of the sequence. Upon successful navigation, an elevator returned the player to the upper level where a button activated the fireball to eliminate the boss. Result Replacing the original encounter with a branching dialogue system created a more stable and narrative-driven experience. Although the revised sequence took longer to complete, it introduced a hidden level that rewarded exploration. Playtesters found the outcome satisfying, particularly when unlocking the alternate path, which added a sense of discovery and depth to the overall design.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/65d3070f-02ed-45f4-9b92-416dbf79c906/Invader+Battles.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Billy Saves the World</image:title>
      <image:caption>Invader Battles Challenge Due to limited development capacity and a compressed timeline, the original plan for varied boss encounters had to be scaled back. The objective became finding a way to reuse a single Space Invaders encounter across multiple sections of the game while ensuring that each one felt distinct and engaging. Action Several attack variations were experimented, including a mechanic where the boss characters, Bleep and Bloop, teleported rapidly across the ground to damage the player. However, playtesting feedback indicated that this approach created excessive mental strain, especially for those more interested in the story. A simpler solution was implemented. Each boss encounter was divided into three rounds, with enemy speed increasing slightly each time to create a gentle difficulty curve. Between rounds, gameplay paused briefly for the characters to exchange comedic dialogue. Result The revised structure struck a balance between gameplay and storytelling. Breaking the action into rounds created natural pacing that supported both gameplay and humour. Playtesters responded positively to the adjusted difficulty, noting that the dialogue between Bleep and Bloop became a highlight, adding charm and personality to the experience.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/a365a897-e8d6-4ba4-a0cd-1c902ca4c401/Proprietary+Editor.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Billy Saves the World</image:title>
      <image:caption>Proprietary Editor Challenge Developing for a game built on a custom software platform required adapting to an unfamiliar ecosystem. The available user manual offered limited help due to outdated content, and much of the original team responsible for its creation was no longer with the company. The initial challenge was to gain a clear understanding of the editor’s tools and structure in order to begin level creation. Action Interface exploration was essential for identifying tool locations and functions. Screenshots were taken and labelled to track components and navigation points. Trial and error played a large role in understanding the workflow. Mock levels were assembled using existing assets to observe tool behaviour. As proficiency increased, custom prefabs with tailored modifiers were created and tested in new environments to explore possibilities for more engaging map layouts. Result Repeated hands-on use of the software led to a deeper understanding of its capabilities. Well-organized notes served as reliable references for completing specific tasks efficiently. Once fluency with the system was established, knowledge-sharing became a focus, leading to an active role in onboarding new team members and supporting their learning process.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3529df49-f617-4c85-9ad0-ad0d95d413b6/Reusing+Assets+in+Creative+Ways.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Billy Saves the World</image:title>
      <image:caption>Reusing Assets in Creative Ways Challenge With backend programmers occupied by other priorities, the task of designing a puzzle using the force push mechanic had to be completed entirely within the editor, which provided limited options for controlling special abilities. The intended solution required activating a switch using a force push to unlock a prison cell. Action Creative problem-solving was essential to build a functional puzzle under these constraints. The only interactable object responsive to a force push was a snowman’s head. This object, along with its supporting platform, was made invisible and placed near the switch. An area trigger was positioned directly beneath it, allowing the head to fall when pushed. Upon collision, a logic event was triggered to release the locked cell door. Result After several adjustments to the snowman head’s placement, the setup consistently achieved the intended effect. Extensive testing confirmed the puzzle was both functional and fair. By handling the mechanic entirely through editor logic, backend resources remained uninterrupted and overall progress stayed on track.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6835016c-2ffa-48e3-8ca6-3b8d94b50ec3/Simulation+Bonus+Game.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Billy Saves the World</image:title>
      <image:caption>Simulation Bonus Game Challenge Designing a standalone minigame using only pre-existing assets was a demanding task, especially within a short timeframe. The goal was to plan, construct, and test a playable sequence resembling a computer simulation using an editor with limited support for complex mechanics. Action An evaluation of the editor's strengths and limitations helped shape the design direction. Grid-based placement worked well, much like Super Mario Maker, which inspired the use of simple blocky structures reminiscent of early eight-bit games. Since fluid motion proved difficult to achieve, asset transitions were stylized to glitch between positions, emulating the look of Game &amp; Watch handhelds. A gameplay concept was drafted around defending against falling meteorites by moving between gun turrets. Once finalized, the level was built using basic white shapes later coloured purple to simulate a digital environment. Mechanics were then implemented through logic scripting, followed by extensive playtesting from multiple perspectives to refine clarity and pacing. Result The final version received strong praise from the director, who regarded it as one of more polished segments of the game. By challenging players to reverse direction under pressure rather than move linearly, familiar mechanics such as running and sliding were given new life. The visual theme also resonated, offering a stylized throwback to the charm of retro video games.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesignchallengessuperneoncolosseum</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/60b0f43e-bb1f-4478-a6cd-9582a34b4cc8/Adding+Obstacles.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Adding Obstacles Challenge Creating obstacles that support movement, one of the game's Core Pillars, posed an inherent contradiction, making this a compelling problem to solve. Action The team agreed to repurpose pinball-style bumpers, enlarging them and integrating them into the map. When collided with, these bumpers would launch vehicles away rather than bring them to a stop. Result Rather than halting a player's momentum, the bumpers redirected it. While this could momentarily slow down tanks during redirection, the mechanic was considered a worthwhile trade-off. It became a memorable and well-received feature of the map.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3c3f2104-9d30-4e5e-ab5b-27749c184db6/Alternate+Routes.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Alternate Routes Challenge An elevated funnel was originally included in the early layout to reinforce the pinball-inspired feeling, but it remained largely ignored during testing, limiting its impact as a and gameplay and visual feature. Action To encourage engagement with the funnel, multiple access points were added, along with a large health pack positioned within it. This item was suspended in mid-air to enhance visibility from several areas of the map, serving as both a reward and a navigational beacon. The associated image illustrates these modifications. Result The added incentives and improved accessibility increased awareness of the funnel’s existence, making it a more viable and desirable destination within the stage.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ac85d073-2072-4811-aed0-33ca1a32efd4/Crafting+Tools+for+Development.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Crafting Tools for Development Challenge The map’s borders and many in-level structures were interfering with movement when players collided with them. These needed to be redesigned into half-pipe and quarter-pipe shapes to help guide rather than block motion. Additionally, during early experimentation with the layout, an efficient way to construct and adjust map boundaries was required. Action A custom tool was developed that allowed static meshes to be paired with splines. This enabled developers to stretch and bend half-pipes and quarter-pipes into custom shapes that matched the needs of different areas. The tool was first implemented in the initial map version to demonstrate its functionality. Result The tool streamlined the process of building and iterating on map layouts. It also gave other team members the flexibility to quickly experiment with new shapes and structures, enhancing both creative freedom and development speed.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/4536df4d-df00-42fb-85bb-7db0f6b979f4/Encouragement+Through+Ramps.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Ramps Challenge Although raised platforms were accessible, their potential as shortcuts to lower areas went largely unnoticed. When vertical movement did occur, it was often unplanned and led to clumsy outcomes. Action Ramps were added to the edges of elevated sections to communicate the intended function more clearly through environmental cues. Result These structures encouraged more intentional use of vertical navigation, with players now regularly accelerating toward them to initiate controlled descents.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/636084ee-7c60-4486-8c76-ef9dbc0d5c61/Track+Size.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Super Neon Colosseum</image:title>
      <image:caption>Track Size Challenge Certain areas of the map were too narrow to accommodate multiple hover tanks side by side. This frequently led to unintentional collisions, interrupting forward momentum. Action While tight corridors presented the potential for positional contests, they conflicted with a core pillar focused on promoting fluid movement. As a compromise, roadways and corridors were widened to allow at least two vehicles to pass alongside one another, a change reflected in the image above. Result Movement became smoother, while still preserving moments of spatial contention during encounters involving larger groups of vehicles.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesignchallengessmashedbros</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/6981c6e9-e1dd-469f-9d8f-7a514b94db60/Events.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Smashed Bros.</image:title>
      <image:caption>Events Challenge Repeated exposure to the same level can eventually lead to fatigue, especially when the layout remains unchanged. A question that emerged after completing the Digital Design Document was how to maintain novelty in each session while encouraging long-term engagement. Action Seasonal variants became a long-term consideration to visually alter maps and introduce minor gameplay shifts. For example, winter settings could include ice surfaces that affect movement, as shown in the first illustration above. Time-of-day adjustments were also proposed, with night versions incorporating fluorescent alcohol spills to indicate recent conflict and assist in player tracking, as depicted in the second example. Another direction involved temporary weather systems. Typically, players recover sobriety by locating water sources like fountains, but during rain, environmental saturation could automatically restore it over time, altering pacing and strategy, as shown in the final panel. Result While the collection of ideas introduces some feature creep, these concepts outline potential enhancements that extend replay value without rebuilding entire maps. Even without full implementation, such additions offer lightweight methods to refresh familiar environments and shift player decision-making.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/0f062627-6485-4f70-834b-063fec569b0e/Directing+Players.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Smashed Bros.</image:title>
      <image:caption>Directing Players Challenge During pre-production, it was revealed that there was potential confusion about where players were expected to go to reach the opposing base, which risked disrupting the flow and pacing of matches. Action To provide guidance, a network of capture points was introduced in the form of bars. These locations serve as strategic and visual waypoints that gradually lead toward the opponent's stronghold. Upon capturing one, a group of non-playable character patrons associated with the establishment is converted to the controlling team. Some remain as defenders, while others patrol the route between the capture point and the enemy location, engaging in weak attacks before returning to their origin to reload. Result The system helps players understand directional flow through environmental cues. The movement of allied patrons establishes a natural visual path, encouraging players to follow their progression. The combination of capture points and non-playable character behaviour enhances clarity while maintaining immersion and player agency.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/00f27db0-fcba-468d-aea2-32fa28a06fba/Districts.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Smashed Bros.</image:title>
      <image:caption>Districts Challenge Maintaining a consistent visual theme across the map was a priority, yet a single aesthetic presented drawbacks. Uniform environments made it difficult for players to identify their location, potentially complicating team communication and navigation. Action To create clearer visual landmarks, level meshes could be rearranged to give each bar location a distinct identity. One could showcase clean, upscale architecture, while another might appear neglected or unsafe. Existing assets from the refined section can be reworked to appear weathered by adjusting placement and rotation. Street elements, such as vehicles, can be overturned or broken apart to produce new environmental layouts. Result The contrast in visual design enhances player orientation and supports faster recognition of specific map zones. Unique environmental cues enable clearer team communication, as players can now more easily identify and describe their surroundings.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ecaa43ae-c373-4d23-9453-7d2ed928080d/Symmetry.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Smashed Bros.</image:title>
      <image:caption>Symmetry Challenge Although symmetrical layouts offer easier balancing, they often lack visual interest. The task was to enhance aesthetics without compromising fairness or creating navigational confusion. Action Instead of modifying the structure of the layout, it was decided that art assets were to be varied while maintaining equal space occupation within the level editor grid. As shown in the image, identical areas on either side of the central dividing line were filled with distinct objects, such as vehicles in different colours. This preserved mechanical balance while improving visual contrast. Result Theoretical application suggests that balance remains unaffected while visuals benefit from added variation. If early testing reveals that colour changes are insufficient, further adjustments may involve swapping assets with similarly sized alternatives, like a road construction barrier, to maintain spatial integrity while elevating visual diversity.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ba064b24-b243-42d7-b257-02a331f6e41c/Thematic.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Smashed Bros.</image:title>
      <image:caption>Thematic Challenge Post-mortem discussions highlighted that the Digital Design Document could further embrace its alcohol-centric motif. Enhancing the stage with features that better reflect a drink-infused environment presented both creative and mechanical challenges. The question was, “How would this be done?” Action The current map resembles a standard club district, but additional features were considered to push the concept further. Examples include a beer slide that functions as both a shortcut and a weapon refill point, or interactive elements like fire hydrants that erupt when struck, providing temporary sources of water for sobriety recovery. Result Integrating thematic elements directly into gameplay promotes stronger immersion by linking mechanics with setting. Features that alter player interaction with the map create dynamic opportunities, but careful evaluation is required to ensure such additions remain do not overwhelm the experience.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesignchallengestinygear</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/eea865c8-944b-4a74-b99b-602d6a9bcab0/Deprecation.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Tiny Gear</image:title>
      <image:caption>Deprecation Challenge As shown in the image, angled platforms were introduced to reduce jump distances to test players’ sense of timing. However, feedback indicated that these elements increased difficulty beyond an acceptable level for the intended audience. Action A pros and cons list was created to evaluate the feature. While the angled platforms offered a creative variation, issues with collision behaviour persisted despite extensive testing. Based on these findings, the asset was removed, with the possibility of reintroduction in a future update if properly refined. Result The removal slightly reduced the game’s dynamism but led to more consistent feedback. The streamlined platform layout aligned more effectively with the casual pacing and tone, evoking similarities to the structure found in Flappy Bird-style gameplay.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/87ab3d6b-3d1e-4c21-b2a0-fa936df4a821/Field+of+View.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Tiny Gear</image:title>
      <image:caption>Field of View Challenge The game originally featured a high-angled camera perspective, designed to add depth while still allowing players to see the gear-like character they controlled. However, this angle made it difficult to spot incoming platforms in time, often resulting in mistimed jumps. This issue is visible in the image above. Action Several adjustments were attempted, including modifying character and platform speeds to better suit the limited view. However, these changes disrupted the fast-paced gameplay the game was aiming for. The solution was to shift the camera to a top-down perspective, providing a wider visual range. Result The new camera angle preserved the intended gameplay speed while significantly improving visibility. Players could now more easily anticipate approaching platforms and time their actions more effectively.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/72715556-1127-4125-b2fa-448306130cba/Landing.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Tiny Gear</image:title>
      <image:caption>Landing Challenge Timing jumps between moving surfaces proved to be a significant issue. A platform would often shift position during the player's leap, making it difficult to land accurately. This discrepancy disrupted their sense of equilibrium and often led to missing their planned destination. Action The issue stemmed from a mismatch between how quickly platforms shifted and the timing of the player’s leap. They felt it was unfair when they landed far from their intended target. The solution was to ensure each surface moved at a slower pace than the jump’s speed, minimizing how much motion occurred while airborne. Result As illustrated in the image above, the blue platform and arrow indicate slower movement, while the red player circle and arrow represent their faster jump. This adjustment ensures they land closer to the position they are trying to reach, improving timing and making the gameplay feel more fair through consistency.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/3f812df9-64f5-4cce-97b3-d76560ec05b9/Learning.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Tiny Gear</image:title>
      <image:caption>Learning Challenge Spawning directly into active obstacles and platforms created a sense of unfairness whenever a new game began, as there was no opportunity to understand the jump mechanic before being placed in danger. Action In order to establish a skill ramp, a safe zone was introduced at the beginning of each round. This area contained no hazards and allowed unrestricted movement for players to become familiar with the timing of jumps. Result The safe zone helped establish a consistent rhythm for jumping. Since points were awarded based on successful leaps between platforms, the mechanic was reinforced through scoring, encouraging continued mastery.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ebf22757-c99a-4909-a4e4-c5cbb4092347/Platform+Sets.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Tiny Gear</image:title>
      <image:caption>Platform Sets Challenge A procedurally generated stage was a key goal to ensure each session felt distinct. The difficulty lay in developing a system capable of producing varied layouts while remaining functional. Action Several methods were explored. Initially, individual platforms and obstacles were generated randomly, but this often led to excessive clutter and unplayable situations. A revised method involved using pre-constructed sets, each containing curated combinations of platforms and obstacles. These sets were carefully designed to guarantee that a path forward remained accessible when transitioning from one layout to the next. Result As seen in the image above, each set was randomly selected, spawned above the screen, moved downward through the playable area, and was removed after exiting. The process repeated with new sets to create a seamless and varied environment throughout each session.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfoliodesignleveldesignchallengesoriginx</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/022a7980-0618-48ea-ac99-7452f0ddbb74/Bottlenecks.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Origin X</image:title>
      <image:caption>Bottlenecks Challenge A recurring issue during playtests involved chokepoints forming unintentionally during stage setup. While not inherently negative, these tight areas often extended match length unnecessarily. Action To alleviate the problem, a temporary rule was introduced requiring all level tiles to be spaced at least one grid unit apart. This adjustment aimed to reduce chokepoints and open up the play area. Result Although this rule may eventually be replaced by simply limiting the number of tiles placed, it served as an immediate fix for the chokepoint problem. While the change led to simpler overall layouts that may be perceived as boring, it also introduced additional movement options and alternative routes. As a result, playtesters reported a more fluid experience with fewer interruptions to gameplay flow.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/522fdc1b-be67-48bd-b1c4-98922846e304/Dynamics.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Origin X</image:title>
      <image:caption>Dynamics Challenge The current selection of level tile pieces lacks variation, which has led to feedback describing the gameplay as too repetitive. This limitation affects the intensity and pacing expected from a first-person shooter experience, which the game is designed to emulate. Action Although only hills and walls exist at the moment, improvements can be made by modifying current assets rather than introducing entirely new ones. For example, the tile shown in the reference image features a larger hill surface, allowing multiple players to stand on it at once. This contrasts with the original hill tile, which only supports a single occupant and limits tactical use. Result The redesigned hill introduces a new layer of strategic depth. It encourages team-based control by offering a damage multiplier when occupied by several players, but also increases vulnerability due to its visibility and lack of nearby cover. This trade-off supports more diverse gameplay decisions and better aligns with the high-intensity style of play being aimed for.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d9166a4e-559a-488e-8aba-0683d322152f/Modular.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Origin X</image:title>
      <image:caption>Modular Challenge Some feedback that was provided after the first prototype was completed was related to wanting more interested environment setups that they could assemble. Action Here is an example of one that has not been featured in the game, but will be added in the future. There are two level tiles showcased. One is blue and represents a hill and the other is a red wall. Normally a wall would be seen more as an obstacle in this game, but when combined with the hill, it ends up becoming a larger elevated surface area. Result Not until it is tested, can one be for sure, but this appears to present more depth to where players can traverse to. No longer are they subjected to a simple small elevated space, but they can combine these tiles into new creative patterns that could help leverage team strategies depending on what they are trying to achieve. The downside is that this will need more balance testing to ensure that they cannot assemble specific patterns that ensure victory every time. A way to prevent this is by only allowing them to use a specific amount.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/bbaa44a8-a043-4d02-af82-f7f7396f07dc/Replay+Value.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Origin X</image:title>
      <image:caption>Replay Value Challenge The initial prototype featured a pre-designed map that, while functional, lacked the adaptability needed to support a wide range of play styles. Although balance improvements were possible, concerns arose about long-term engagement. Repeated exposure to the same layout risked reducing interest over time, prompting exploration into whether map configurations could evolve each session. Action To introduce variety, a hill and multiple wall tile variants were created, allowing teams to build their side of the board using different combinations. A rule was implemented to ensure that tile placement alternated between teams, giving each side the opportunity to respond strategically to the opponent's previous move. Result The change led to deeper strategic conversations and more diverse layout formations. As shown in the reference image, even a small board section can include multiple traversal options. While repetition is still possible if the same configurations are reused, this approach increased variability significantly. To further expand replay value, an optional randomly generated map system could be explored in future iterations.</image:caption>
    </image:image>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/17529e67-e9d9-4236-aa67-edb9ad828e36/Tile+Amount.png</image:loc>
      <image:title>Portfolio Design/Level Design Challenges Origin X</image:title>
      <image:caption>Tile Amount Challenge The current game rules require each team to place all available level tiles on the map before a match begins. This often results in overcrowded layouts with limited mobility. While tight spaces can create opportunities for close-quarters encounters, covering the entire board with narrow corridors reduced the effectiveness of the open-area design typical of first-person shooters. Action To reduce congestion, a revised setup was proposed in which teams select a limited number of tiles for placement. This adjustment not only creates a cleaner, more readable board but also improves visibility of important locations, such as hills shown in the reference image, which serve as control points during gameplay. Result The anticipated outcome is a shift toward more strategic pre-match planning, encouraging teams to discuss tile selection and placement. This approach introduces an additional layer of teamwork and decision-making while restoring space for movement and ranged combat.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/certificatesealearn</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-08-27</lastmod>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/certificateskeywordsacademy</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-09</lastmod>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/certificatesudemybusiness</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-08-26</lastmod>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/certificateslinkedinlearning</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2026-01-09</lastmod>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/certificatesvidafirstaid</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-08-26</lastmod>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/portfolioprogrammingchallengesbillysavestheworld</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/cecb493c-396a-4c43-8c6f-a37f831a7fab/Communicating+with+Back-End.png</image:loc>
      <image:title>Portfolio Programming Challenges Billy Saves the World</image:title>
      <image:caption>Communicating with Back-End Challenge The Action Manager visual coding language had limitations in its capabilities. Completing certain tasks that required more complex logic proved difficult to achieve solely through the front-end. Action Collaboration with the programmers responsible for maintaining and updating the Action Manager was essential for completing tasks such as implementing a more dynamic fast travel system. A fully functional prototype was personally created, after which the work progressed to the next stage of development. The task was divided into individual components and placed into two categories, with one focusing on front-end logic and the other on back-end logic. This categorization is illustrated above in a timeline format, showing the approximate order of code execution. Blue text represents work handled by the front-end, while red text indicates elements requiring back-end assistance, which primarily focused on making a map selection screen. Result Through multiple meetings with back-end programmers, a clear understanding was established of the requirements needed to complete the task. Additional nodes were provided that enabled the front-end to control destination unlocking, player icon positioning, and the opening of the map selection screen. These contributions allowed for the successful completion of the more dynamic fast travel system.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/e351819f-d99b-4db0-b8ca-e672401a9341/Finding+Uses+for+Actions.png</image:loc>
      <image:title>Portfolio Programming Challenges Billy Saves the World</image:title>
      <image:caption>Finding Uses for Actions Challenge Documentation on how actions functioned within the proprietary visual code was minimal, and few team members understood their operation. Actions existed as nodes of various types, each designed to execute specific logic. This lack of clarity made large-scale implementation difficult, particularly for programming remaining sections of the game in this language. Action Completed areas of the game were analysed to determine practical uses for specific Actions. DoIf and Do were frequently observed in situations where a variable’s state required evaluation. These closely resembled C# if and else conditional statements. Result Clearer understanding of action functions improved efficiency in selecting the appropriate node for a given scenario. The DoIf and Do Actions proved especially effective for branching dialogue, such as purchase interactions where the system verifies whether the player has sufficient protons and returns an outcome based on the detected amount.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/42106c6c-331c-46bd-9147-45af788d26e9/In-Game+Timers.png</image:loc>
      <image:title>Portfolio Programming Challenges Billy Saves the World</image:title>
      <image:caption>In-Game Timers Challenge Several missions required timers. One example involved a non-playable character requesting a return visit at a later time to receive the next portion of a quest. A counter was created within a level, but leaving the level caused the timer to stop. Action Through exploration it was discovered that the character, Billy, could have logic attached. As an experiment, the timer was moved to this asset to prevent the counter from stopping when exiting a level. Result The above image demonstrates the outcome after the logic was moved from the level to the player’s character. It shows that wherever Billy travels, the timer continues counting because it is linked to an asset that always remains present during gameplay, rather than a specific location that may be absent if not loaded.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/51e94905-0784-4a85-aea9-693f79991de4/Organization.png</image:loc>
      <image:title>Portfolio Programming Challenges Billy Saves the World</image:title>
      <image:caption>Organization Challenge Understanding the Action Manager visual programming language independently was challenging, requiring the creation of test levels and extensive debugging to grasp how specific nodes functioned. The next hurdle was devising a method to organize the game logic effectively. Action A consistent system was developed to organize each mission into structured logic groups. Each corresponded to a unique mission, labelled accordingly. For instance, SnowmanQuest is shown in the flow chart above. These contained sequences, or scripts, which consistently began with Always to mark the starting point of execution. From there, various custom-named variations were triggered, such as CheckMission. Within them, conditions referenced variables named similarly to their related quests to maintain clarity. A period was used to separate descriptions, such as SnowmanQuest.MissionProgression. Additionally, player notifications for tracking progression utilised specifications of a different category, labelled as Mission. An example is Mission.SnowmanQuest. Result Refining this organizational structure took considerable experimentation, but ultimately proved valuable. The finalized format improved navigation when revisiting older logic areas due to its consistency. Moreover, this system facilitated onboarding new programmers unfamiliar with the proprietary language.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/16360f52-9738-4e65-ba2f-1daf14f952dc/Preventing+Wet+Code.png</image:loc>
      <image:title>Portfolio Programming Challenges Billy Saves the World</image:title>
      <image:caption>Preveningt Wet Code Challenge When I began working at the studio, there were cases where the same code was implemented in multiple areas of the game. This occurred primarily because the Action Manager programming language offered limited opportunities to incorporate object-oriented scripts. Action Further exploration of the Action Manager’s capabilities revealed that it functioned more like an object-oriented language than originally assumed. It was by no means perfect, but it was discovered that non-playable alien characters were capable of possessing logic. Even better, they could be invisibly spawned into a level, allowing specific scripts to be added or removed during gameplay. This discovery led to a process of transferring frequently reused code to these assets to simplify the team’s work experience. Result After most of the redundant code was removed, the logic became much easier to read and update. Applying a fix required changing only a single script instead of several. The same method was later used for prototypes to test new features being introduced into the game, such as the one shown in the image above.</image:caption>
    </image:image>
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  <url>
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    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/765510fb-d89c-4fb3-808c-342bbac8d15c/Battleground.png</image:loc>
      <image:title>Portfolio Game Design Programming Board Game Prototype Origin X</image:title>
      <image:caption>Battleground This showcases one of the many possible semi-randomly generated map layouts at the start of a game. A closer look reveals elevated areas, walls of varying thickness, and initial item spawns at the midline. In addition, blood gems represent flags, and player soldiers are shown as numbered cubes positioned on fixed team bases at opposite ends of the board.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/2e87bdc7-5915-48f5-a9a4-fff78de5e193/Information+Hub.png</image:loc>
      <image:title>Portfolio Game Design Programming Board Game Prototype Origin X</image:title>
      <image:caption>Information Hub A board that neatly organizes the shuffled cards used to determine item spawns throughout the match, as well as the placement of level pieces during the game’s initial setup. The two red decks serve as draw piles; once revealed, cards are placed in the two discard areas at the top. As a side note, the black bag below contains ability and weapon types that require blind selection at the start of each round. There is also a designated spot for the carnage rock dice when not in use during attacks.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ab71615f-d1fb-45fa-9717-44f6215318bd/Pickups.png</image:loc>
      <image:title>Portfolio Game Design Programming Board Game Prototype Origin X</image:title>
      <image:caption>Pickups The legend displays the appearance of each spawnable item. The top four are abilities, each with a description outlining the benefits they provide when acquired. The bottom six represent weapons, showing their effect on movement speed, the type of die used during attacks, and their range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d015b5af-af94-4bf4-b992-f7d1ec7e4591/Status+Block.png</image:loc>
      <image:title>Portfolio Game Design Programming Board Game Prototype Origin X</image:title>
      <image:caption>Status Block This card displays the stats of each player’s soldier. The red marker at the top tracks health, while the blue one at the bottom indicates the number of steps that can be taken per turn. There is also a space to hold a single weapon instrument and ability capsule, allowing people to keep track of their equipped items.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f1600bf9-199d-4e43-9a8b-91986ff88e16/Target+Engager.png</image:loc>
      <image:title>Portfolio Game Design Programming Board Game Prototype Origin X</image:title>
      <image:caption>Target Engager An area portraying a weapon’s targeting reticle. Dice are thrown here to determine whether an attack misses entirely, how much damage is multiplied, or if a headshot occurs.</image:caption>
    </image:image>
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  <url>
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    <priority>0.75</priority>
    <lastmod>2025-10-21</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/765510fb-d89c-4fb3-808c-342bbac8d15c/Battleground.png</image:loc>
      <image:title>Portfolio Game Design Design/Level Design Board Game Prototype Origin X</image:title>
      <image:caption>Battleground This showcases one of the many possible semi-randomly generated map layouts at the start of a game. A closer look reveals elevated areas, walls of varying thickness, and initial item spawns at the midline. In addition, blood gems represent flags, and player soldiers are shown as numbered cubes positioned on fixed team bases at opposite ends of the board.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/2e87bdc7-5915-48f5-a9a4-fff78de5e193/Information+Hub.png</image:loc>
      <image:title>Portfolio Game Design Design/Level Design Board Game Prototype Origin X</image:title>
      <image:caption>Information Hub A board that neatly organizes the shuffled cards used to determine item spawns throughout the match, as well as the placement of level pieces during the game’s initial setup. The two red decks serve as draw piles; once revealed, cards are placed in the two discard areas at the top. As a side note, the black bag below contains ability and weapon types that require blind selection at the start of each round. There is also a designated spot for the carnage rock dice when not in use during attacks.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/ab71615f-d1fb-45fa-9717-44f6215318bd/Pickups.png</image:loc>
      <image:title>Portfolio Game Design Design/Level Design Board Game Prototype Origin X</image:title>
      <image:caption>Pickups The legend displays the appearance of each spawnable item. The top four are abilities, each with a description outlining the benefits they provide when acquired. The bottom six represent weapons, showing their effect on movement speed, the type of die used during attacks, and their range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/d015b5af-af94-4bf4-b992-f7d1ec7e4591/Status+Block.png</image:loc>
      <image:title>Portfolio Game Design Design/Level Design Board Game Prototype Origin X</image:title>
      <image:caption>Status Block This card displays the stats of each player’s soldier. The red marker at the top tracks health, while the blue one at the bottom indicates the number of steps that can be taken per turn. There is also a space to hold a single weapon instrument and ability capsule, allowing people to keep track of their equipped items.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/67d0c0791fab65187bb2b0d6/f1600bf9-199d-4e43-9a8b-91986ff88e16/Target+Engager.png</image:loc>
      <image:title>Portfolio Game Design Design/Level Design Board Game Prototype Origin X</image:title>
      <image:caption>Target Engager An area portraying a weapon’s targeting reticle. Dice are thrown here to determine whether an attack misses entirely, how much damage is multiplied, or if a headshot occurs.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>https://www.pfundtgamedesign.ca/cloudbeesuniversity</loc>
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