

Developer
KeokeN Interactive
Engine
ROLE(S)
Level Design
Creative Direction
Game Design
Genres
Narrative, Puzzle, Action Adventure,
Shooter, Hack and Slash
Unreal Engine 4 & 5
Project Descriptions
Outside of Deliver Us The Moon and Deliver Us Mars we've also explored several different projects, creating prototypes and demos that were pitched to various publishers. While they're not all fully polished Vertical Slices, KeokeN went public with all of their projects in an effort to gain more traction and potential publisher / investor attention. I'd like to highlight these because they also allowed us to explore different genres, with a stronger focus on gameplay, movement and combat and gave me the opportunity to take the lead in Creative Direction and Game Design.
We Are Human
We Are Human is a philosophical action adventure game with a strong focus on player movement, traversal and close quarters combat in a deeply layered narrative mixing sci-fi with fantasy elements.
Expeditions
Born from an idea I pitched to the team, Codename 'Expeditions' is a top-down co-op shooter where players have to survive a hostile world filled with deadly creatures. This class based looter shooter is designed for solo and co-op gameplay. Combat is methodical and intentional to create a Souls-Like shooter experience with horror elements.
Deliver Us Home
The third installment in the 'Deliver Us' series, and sequel to Deliver Us Mars.
In Deliver Us Home, we experimented with greater player agency when tackling obstacles, and providing more options and freedom when traversing the hostile environments. Exploration was rewarded with finding loot and resources, and our demo featured crafting and upgrades, giving players more options and decisions to make. Home featured the best mix from both Moon and Mars, providing us with a rich set of tools to create interesting play spaces, puzzles and mechanics.
Deliver Us The Moon: Huygens
A spinoff game taking place during the Deliver Us The Moon blackout period. Players would explore the mysterious 'Huygens' facility, which was often mentioned in the first installment. This game had a strong narrative focus and more player agency in engaging with different characters, interactive ways to uncover the stories and piecing mysteries together.
Roles & Responsibilities
● Level Design.
● Gameplay prototyping, scripting and creating more polished demos that were pitched to potential publishers / investors.
● Combat Design, player abilities, enemy behaviour and combat encounters.
● Creative Direction.