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CAMERON WREN - GAME DESIGNER

Hi, my name is Cameron Wren and I am currently a student at Teesside University. I am in my 3rd year and looking to achieve first class honours in Computer Games Design, BA (Hons).

Portfolio: Bio

PORTFOLIO

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Portfolio: Text

ALL THE TIME IN THE WORLD

Concept

‘All The Time In The World’ is a nostalgic side scrolling puzzle platformer with time controlling mechanics.

Product Information

  • Puzzle platformer

  • Platforms: Nintendo Switch, PC

  • Target Audience: All ages

Summary

The player will have to interact with certain objects in the world to complete puzzles, however, a lot of the objects will have more than one purpose, and therefore they will need to rewind time in order to progress through to their objective. ‘All The Time In The World’ is inspired by 80’s pop culture such as ‘Back to the Future’ and the song ‘If I could Turn Back Time’ by Cher, as both heavily feature the concept of time travel and manipulating time for their own needs.

Through innovative mechanics, the player will solve puzzles and gain access to hidden areas throughout the level without leaving a trace, like they were never there.

Outline

Overall, the outline of the game is based upon the theme of 80’s power ballads, specifically, ‘If I could turn back time’ by Cher. This is due to theme of the song alluding to an ability of being able to control time, something that I believe opens a lot of possibilities in terms of game mechanics, as evidenced in popular video games such as Life is Strange and Prince of Persia: The Sands of Time.

Cut down to control time. Outline of gameplay

Unique Selling Points

  • Time controlling mechanics

  • Ingenious puzzles

  • Free running movement mechanics

  • 2.5d perspective

  • 80’s nostalgia

‘All the time in the world’ has unique time controlling mechanics that test the player’s problem solving abilities with ingenious puzzles purposefully built around the concept of time control. This alongside a vast range of free running movement mechanics opens up the levels to the player’s imagination. The classic 2.5D perspective calls back to the nostalgia of the 80’s theme, whilst also giving the best view of the 1980’s style city skyline, immersing the player in freedom of their surroundings.

Portfolio: Text
Portfolio: HTML Embed

Escape From Central Park

For this assignment I was given a development build for a game called AraknaZ, this is the mission that I designed to take place in the game.

Portfolio: Quote

A Night In The Woods

A functioning UI prototype created for a horror game titled 'A Night In The Woods'.

Portfolio: Quote

SKILLS               

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Game Design                                          

  • Level Design

  • Gameplay Design

Team Skills

  • Communication

  • Organisation

  • Leadership

Portfolio: Welcome

SOFTWARE          

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Game Development                              

  • Unreal Engine 4

Source Control

  • Github

Productivity

  • Microsoft Office

  • Photoshop

  • Github

Communication

  • Discord

  • Microsoft Teams

Portfolio: Welcome
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ABOUT ME

Ever since I was first introduced to a computer on my Dad's lap, I was always fascinated by them. As I grew older, that fascination transitioned into video games and consoles, which led me to make choices within my education like taking Art and Computer Science in my GCSE's and thus onto University, where that fascination still lives within me now.

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As I learn more and more about the behind the scenes nature of video games, I become more enthralled in what can be done in the creation process.

In the long term, I hope to be part of creating that same fascination in the next generation as video games did with me when I was a child.

Portfolio: Bio
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