Charlie Neville, Game Designer
Game Portfolio
Eye of the Erime
August 2024 – Current
Eye of the Erime is a 3D puzzle game where you solve puzzles of an ancient civilization, the Erime, in order to save your mother from the same aliment that eradicated the Erime.
The game was created with a team of 10 people.
Eye of the Erime Trailer
Role: UI/UX Designer & Accessibility Designer
- Designed and implemented the tutorial
- Created a flowchart for the tutorial
- Led the settings and accessibility options for the game
- Led external playtest data gathering and deciphering
- Designed the plantable flowers and planter spots
- Created all UI layouts, including the majority of its functionality
- Chose and implemented each colorblindness option
- Created and implemented functionality for custom controls
- Created and implemented player HUD elements
- Helped puzzle designers test puzzles for user experience and player communication
- Provided feedback on puzzles and level design that needed improvements to user experience and player communication
- Playtested each puzzle and assessed their level of challenge at each point in the game
- Chose the default controls layout for both keyboard and controller
- Wrote, discussed, and maintained spec docs
- Used Jira for my task management
- Collaborated with others towards a shared vision
Our Name Is The Stars
August 2023 – May 2024
Our Name Is The Stars is a 3D space adventure game where you complete engaging missions to explore new sections of the game world, progress the storylines of characters that culminate in an overarching narrative, and solve the mystery of your father’s disappearance.
The game was created with a team of 25 people.
Our Name Is The Stars Official Narrative Trailer
Role: Design Lead
- Maintained the Game Design Document
- Created documentation and presentations regarding aspects of design
- Managed all Designers on the project
- Assigned tasks on Jira to Designers
- Organized and led Design meetings
- Helped concept and design the Core Gameplay Mechanic and Loop
- Helped concept and decide on the Story and Characters
- Helped concept Level Layouts for all Missions
- Helped storyboard the Trailer
- Playtested and documented bugs
- Collaborated with Art, Programming, Sound, Writing, QA, and Production
- Collaborated with others towards a shared vision
August 2022 – April 2023
Quality Assurance is a 3D open-ended, satirical sandbox game set in an office space environment, where you are tasked with “testing” a series of bizarre sci-fi products throughout your shift.
The game was created with a team of 5 people.
Quality Assurance Trailer
Role: Lead Game Designer
- Wrote the Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed Win and Lose Conditions
- Designed all Clipboard Tasks (player objectives)
- Designed the HR System
- Designed the Mega Murphy Boss fight
- Created all UI layouts, including the majority of its functionality
- Created the Office map layout
- Placed and orientated a vast majority of structures, objects, and NPCs
- Helped concept and design all five Products (wacky weapons)
- Set the scene lighting
- Collaborated with others towards a shared vision
Mining Astronaut Trailer
Mining Astronaut
June 2024 – July 2024
Mining Astronaut is a 3D top-down roguelike where you play as an astronaut mining asteroids for a mining company. The player is able to upgrade themselves with money obtained by selling ore gathered from asteroids. Players will need to keep a close eye on their oxygen because once that runs out, its game over. Collect enough ore to meet your quota then head off to the next mining site with a brand new quota to meet. And watch out for pesky space spiders, who’ll latch onto your tether and try to sever it.
Role: Solo Game Developer
- Designed & Implemented Core Gameplay
- Designed & Implemented Core Mechanics
- Programmed all Game Mechanics using Unreal Engine’s Blueprint System
- Mining Design & Implementation
- Cable/Rope Design & Implementation
- Shop Design & Implementation
- Progression Design & Implementation
- Combat Design & Implementation
- Enemy Behavior Design & Implementation
- UI Design & Implementation
- Task Assignment & Tracking
- Documentation Creation & Maintenance
- Playtesting
- VFX Creation & Implementation with Unreal Engine
- Found & Implemented all Art Assests
- Implemented Sounds with Unreal Engine
Cavernous Dark Trailer
August 2021 – December 2021
Cavernous Dark is a 2D top-down horror game where the player is stranded in a monstrous cave with a flashlight as their only source of vision.
Role: Producer, Game Designer, & UI/UX Designer
- Designed Core Gameplay Mechanic and Loop
- Designed and Implemented the introduction reading and first cutscene
- Designed all UI layouts
- Helped concept and design gameplay events
- Helped concept and design both enemy types
- Helped concept and design the overall plot
- Organized the team
- Assigned tasks
- Collaborated with others towards a shared vision
Full In-Game Tutorial
August 2020 – December 2020
The Dark Adventures of Slimey is a 2D black and white, side-scroller platformer, where Slimey traverses through areas filled with guards in a search for gold.
Role: Solo Game Developer
- Wrote the Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed, Implemented, and Programmed everything in the game (excluding sound and music creation)
- Created all unique Art Assets
WIPs
Boss Fight Clip
Project Gladiator
Late May 2023 – Mid August 2023
Project Gladiator is a prototype for a rougelike where you are a gladiator pitted up against monsters in a fight to the death. Players can make use of the weapons scattered on the ground and wounds (crit spots) on the monster to deal more damage. Players have a chance to create wounds by throwing their weapon into the boss, having it lodge inside, and ripping it free. The small lines are debug rays showing the player’s weapon swing and the movement of the boss.
Role: Solo Game Developer
- Wrote a work-in-progress Game Design Document
- Designed the Core Gameplay Mechanic and Loop
- Designed, Implemented, and Programmed everything in the prototype
- Experimented with First Person Melee Combat and Critical Damage Spots