I am currently working as Lead Designer on an Unannounced project for Supermassive games.
My role as Lead Designer is ensuring the story of the entire game is mapped out and correctly controlled for branching / character deaths / variables. As well as this I am responsible for ensuring the entire design team have the right tools to make levels in game, and to ensure information is kept flowing throughout the team, allowing them to create the most amazing cinematic experiences possible.
I also work very closely with the director of the project to ensure the vision is clearly communicated to everyone on the team and that we can achieve all that we aim to do to bring the game to life.
THE DARK PICTURES ANTHOLOGY: HOUSE OF ASHES
I worked as a team lead on House of Ashes, part of the Dark Pictures Anthology, with Supermassive Games.
Iraq, 2003. In the shadow of the Zagros mountains a military unit comes under fire from Iraqi forces. The resulting firefight causes an earth tremor where both sides fall into the ruins of a buried Sumerian temple. With all communication severed, our protagonists are trapped in a terrifying underworld they must navigate to escape - unaware that something ancient and evil has awakened in the shadows and has found a new prey to hunt.
On this project I worked as a Game designer and team lead, where I was responsible for a team of designers to ensure they had everything they needed in order to work as best they could. Guiding them with help from the lead designers and directors, we worked together to ensure the story of the game was cohesive, and gameplay was solid.
Alanah Pearce's playthrough of House of Ashes
THE DARK PICTURES ANTHOLOGY: LITTLE HOPE
Jacksepticeye's playthrough of Little Hope
I worked as a designer on The Dark Pictures Anthology: Little Hope with Supermassive games.
Abandoned and all alone, 4 college students and their teacher become stranded in an isolated town miles from anywhere after their bus crashes in bad weather. Trapped by a mysterious fog in the town of Little Hope, they search desperately for a means of escape whilst visions from the past haunt them from the shadows.
On this project I worked as a Game designer, where I was responsible for all facets of design, ranging from game and narrative to level design and pacing. I also led a team of designers in certain aspects of the game, providing them with support in anything they needed and guiding the design of the game along with the lead designer and Game director.
I worked with Flix Interactive as a designer on their Sci-Fi game Eden Star.
Eden Star is a fast paced Sci-Fi survival game that blends unique physics based combat, destructible environments and free-form construction with the exploration of a hostile alien world.
On this project I was responsible for the overall design of the tutorial section of the game, including level layouts, enemy spawning and interaction, pickups and balancing.
During my time working with Flix I learnt a lot about level design pacing and structure in an open world environment. Including how to guide players effectively to a destination, in a game where they can choose their own path.
Eden Star - Gameplay
Markiplier Playing Dinner Party
Dinner Party is a short game where you pretend to host a Dinner Party. Can you convince the guest they are with real humans?
Your timing and skill will be put to the test in this experimental game about controlling puppets. Your convincing acting and wit will win you the day as you compete for who can keep the guests belief the longest.
Dinner Party is made by:
Tom Hughes - @TomHughes1994
Emil Duxbury - @CaptainEmilius
Pierre Flasse - @pierreflasse
Control puppets using the first letter of their name on keyboard.
When they light up you can control them, Be careful though. Using puppets when not activated causes the guests belief to dwindle.
How long can you be convincing for?
The Archive is a series of small narrative experiences each with their own theme, characters and message. Exploring society and modern traits of humanity, The Archive will show small snippets of what it means to be human in this age of technology and information.
Conform is the first episode in the series and explores what it means to be an individual and how we can often get trapped within the security of a job. Will you break free from this conformity? Or decide to end it all the only way you can.
A short 10 minute experience that will leave you with a message and make you think about the world you live in. How different is the world we live in now than the one here?
Episode 1 is available now at: https://tomhughes.itch.io/conform
Tome Travellers is a 4 player local co-op game with an emphasis on physics fun.
Using crazy physics based arms with stick control and randomised weapons players will take on the role of the travellers, questing through RPG books to rescue princesses, slay monsters, and kick chickens.
The game is tailored to how you want to play, and your skills will adjust your characters accordingly. Want to be a sneaky assassin? Try using double blades. Fancy casting powerful spells and having a sweet beard? Don your mage robes friends!
The powerful in game physics allow for wacky events to randomly occur meaning no play through will be the same.
Release is a narrative exploration game that delves into the reaches of our own minds.
You play as Tom. A young boy who has gone through a tramatic experience and in turn has escaped inside his own head. As his only retreat is that of his mind. He must work his way out in order to come to terms with the loss he faced, and ultimately, get back to his world.
A surreal game that will show players what it is truly like to be inside your own head. This is an exploration game unlike any other.