Hi, I'm Amelie

Gone, forgotten

Game design/development Projects


Wormatozoa (known as "Worm Game" to its friends) is the biggest game design/development project I've ever embarked on. I initially conceived the idea when I started university and finally released it in 2022 on Steam and Itch.io after two years of development.

Gif showcasing the core gameplay of Wormatozoa

I had help with some of the art, sound effects, and video editing (for marketing), but an overwhelming majority of the work was my own. The implementation, level design, and music was completely entirely by me.

The game was built in C# with Unity.

Unreleased projects

Game development has been a persistent hobby of mine for over a decade. As such, I have a huge number of projects that were never released in a playable form publicly.

Trouble in Tarot Town

Mafia (a.k.a. Werewolf or Town of Salem) is a social deduction game in which a minority subset of the players are randomly and secretly designated the "mafia". Gameplay consists of sequential day and night phases. Each night phase the mafia choose a player to "kill", and during the day everyone democratically elects a player to exile from the game. When a player is killed or otherwise removed from the game they stop participating in it. The aim of the game for town is to deduce who the informed minority among them are; and the aim for the mafia is to remain hidden long enough to outnumber non-mafia players in the game.

Trouble in Terrorist Town (TTT) is a custom game mode for Garry's Mod, a sandbox first-person shooter game. In brief, it is Mafia with guns instead of democracy.

During the Easter period of 2020 (during which nothing of particular note happened to free up my schedule) I decided to turn the first-person shooter version of Mafia back into a tabletop game; specifically a card game built with Typescript and NodeJS.

Screenshot of a Tarot Town game

Gameplay takes place over several turns. Each player starts with three cards, and draws a new one at the start of their turn. Each turn each player must play exactly one card from their hand, targeting another player if required.

Every player has "Witness" and "Kill" cards. Witness cards target a player and tell the player who visits them, and who they visited. Kill cards kill the target player, unless the target player also plays a kill card back at the original player. These effects are meant to mirror the way players in TTT win by observing when other players kill, and win by getting away with kills without been witnessed.

Screenshot of a Tarot Town game

"Traitors" (the mafia equivalent in TTT) also have other cards in their draw pile. These give them extra abilities to give them an edge over the "innocents" (the non-mafia equivalent).

My takeaway from this project was twofold:

  1. I should build more projects in functional languages. In recent years I've been using a lot of functional paradigms in imperative languages like list comprehensions and higher-order functions. The longer I worked on Tarot Town, the more I tried to emulate the backend as a functional program, to the extend that by the end I was having to undo side effects of the object orientation of JavaScript to achieve this model. If I were to revisit this project I would likely rebuild the backend from scratch in a functional language (perhaps Haskell; it happens to have a handy Socket.io implementation that would work with the current front end).
  2. My friends don't particularly want to playtest card games for me.

Keep It Alive

My entry for Ludum Dare 46, with the theme "keep it alive". The programming was my own work in Unity, the graphics by a friend of mine, and the audio acquired from freesound.org.

Screenshot of the game

I didn't realise when I made this that the category I was participating under allowed for 72 hours of development time instead of 48, so I performed a lot of "last minute" implementations and fixes about two thirds of the way through.

The overall gameplay is pretty simple, although the additional day allowed me to refine it a bit and add helpful UI hints. I'm quite proud of the atmosphere and sound design I was able to do.

Happily Ever Graphter

A small puzzle game built in Unity about traversing networks under certain constraints, made for the 2018 Global Game Jam with the theme "transmission".

Screenshot of the game

The aim of each puzzle is to traverse each vertex of the given graph such that when you are finished each vertex has a value of 0. Whenever you arrive at a vertex you decrease its value by 1. There's a few additional mechanics like vertices that trigger walls that prevent you from passing through them physically, and one-way edges.

My technical and design skills have improved significantly since making this game, but it is notable in being one of my first group projects for a game jam, with the audio and some of the graphics being produced by other attendees of the event.