Liam W. Day — Game Design Portfolio
Hello. I'm Liam W. Day
I am a game programmer, designer, and developer, currently working freelance for various projects. I have experience working intimately with interdisciplinary teams of professionals, and have created and programmed games from conception to execution using the Unity Engine with C#. I have extensive experience maintaining my code on Github. Playing, creating, and learning new things about games is my passion, and my resources for ideas are inspired by world events as well as my imagination.
Game Jam Critiques
A bullet-hell platformer where the player has the ability to change the speed of time
A hybrid third-person-shooter with a strategic targeting combat system
A puzzle dungeon-crawler heavily based on Legend of Zelda with its own humorous twist
A challenging puzzle-platformer with a unique setting to bring the dead back to life in a mysterious underworld
Resume
Project: Roll-A-Ball!
Platform | PC |
Engine | Unity |
Team Size | Individual |
Length | 2 months |
My Contributions
Project: Roll-A-Ball is a 3D platformer game with linear, but challenging levels. The game takes place in an abstract, retro environment with various obstacles and hazards the player must overcome. The player controls a ball with simple controls of jumping and rolling to make it to the golden diamond goal at the end of each stage.
While the controls and goal of getting from point A to B are simple in concept, they are designed this way so that the player can focus all their attention on the platforming, which is the main challenge of the game.
I designed the layout and land models for all the levels in the game. The textures of the levels are color-coded so that the player can easily differentiate what’s a floor, ramp, or wall.
The levels also have a checkerboard texture applied to them so the player can get an easier sense of the depth of where they are, and how they are moving on the level.
What's My Method?
Platform | Android, iOS |
Engine | Unity |
Team Size | 8 people |
Length | ~6 months |
My Contributions
What’s My Method? is a gamified app that’s designed to teach about the various birth control methods, their effectiveness, and how each method may be used in diverse couples scenarios.
The game is currently designed to support contraceptive counseling in a healthcare setting. The first deployment is with the Barbados Family Planning Association in Bridgetown where the game is deployed on tablets in waiting and examination rooms.
The app also collects data from users’ answers in order to help researchers understand the knowledge people have about using various birth control methods.The app also collects data from users’ answers in order to help researchers understand the knowledge people have about using various birth control methods.
Page Navigation System
The Page Navigation System is a singleton system designed to organize the entirety of the app in a Presentation-like way.
All UI content is separated into their own individual pages while being able to switch from page-to-page easily.
Each page is its own individual canvas in order to make it impossible for any UI elements outside the page to affect what's inside, and to keep everything organized.
A flowchart that shows the inner-workings for how the system works (in a simplified manner)
UI Art + Animations
I created the UI of the game to match up with the provided mockup. I also communicated with the artists to discuss how long everything would take to implement based on the mockups, as well as asking for feedback on the finished in-game product.
Mockup
In-game
Slot System
The Slot System is designed specifically for multiple choice-type games while also making it easy to auto-generate the games based on the given data.
The types of slots are split into 2 categories: Answer Slots and Choice Slots.
The data for both these types of slots are also split into their own separate data types.
Answer slot data stores:
Choice slot data stores:
The system can automatically generate multiple-choice games just from the given ScriptableObject data. By doing this, it saves time instead of having to tediously set the data for every answer/choice button when the system can do it automatically.
A flowchart that shows the inner-workings for how the system works (in a simplified manner)
Teddy Pop
Platform | Android, iOS |
Engine | Unity |
Team Size | 6 people |
Length | 2 months |
Teddy Pop is a mobile game I worked on with a team of artists and programmers at Mass Digi Digital Games Institute. I worked as one of the main programmers, mainly focusing on implementing player mechanics and creating many of the graphical/VFX effects.
Programming
Graphical/VFX Effects
Optimization
Activate My Shield
Platform | Android, iOS |
Engine | Unity |
Team Size | 9 people |
Length | 2 months |
During development, I gained extensive experience in teams, and strong interpersonal communication skills while working with epidemiologists, programmers and artists to collaborate to create the app. In this position, I managed code and applied concepts created by artists, discovered and fixed bugs, created mini-games, designed developer tools to assist with organization, and conducted code reviews of other programmers’ code
Developer Tools
Fixes + Improvements
Publicly field tested game prototype
Created minigame to help describe herd immunity
FacePaint AR
Platform | Android |
Engine | Unity |
Team Size | Individual |
Length | 1 month |
FacePaint AR is an Android camera app that allows the user to place any image from their phone onto their face live from their camera, and to take a picture with the image on their face to save to their phone.
The user can scale, change the position, and opacity of the image to their liking so that it matches how they desire the image to be “painted” on their face.
Since the amount of images the user can choose is nearly endless, there are tons of possibilities of what the user can place on their face and how they can experiment with the application.
This idea was inspired while using Snapchat, which included a filter to place a picture of someone else’s face upon your own. However, on some occasions, the filter would mistakenly choose a faceless image which allowed me to place this image upon my face. I liked being able to see how these regular images appeared on my face, but this could only happen by exploiting the filter to detect a false positive of an image, which did not occur very often. Because of this, I decided to make my own app that allows the user to place any image from their phone onto their face with no limitations on what image they want to choose.
Project: Inferno
Platform | PC |
Engine | Unity |
Team Size | 2 people |
Length | 3 months |
Project: Inferno is a fast-paced, third person shooter game heavily inspired by classic shooter games from the 90s. Race through the hellish lands, slaughtering anyone who gets in your way during your journey, and find the exit to escape from hell.
Programming
Graphical/VFX Effects
Level Design