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Michael Todd's Curriculum Vitae


General information

Full name: Michael Thomas Todd
Date of Birth: 17th of July, 1987.
Nationality: Dual - Canadian/British
Marital Status: Single
Languages: English
Contact number: 1-416-317-2719 (work) or 1-416-429-2256 (home)
Email: thegamedesigner@hotmail.com

Education

As mentioned in my resume, I am completely home-educated, a process which began when my family moved to the Arctic region of northern Canada. I have learned to teach myself, which has resulted in a strong work ethic.

My strongest areas of interest have been general science, math and a passion for reading. This has fueled my imagination and creative abilities which I use today in creating the worlds and gameplay of my game design.

My main focus since the age of fourteen has been game design, and because my education has been self-governed, I've had an unusually long and intense time to study my greatest area of interest. Working with other game-designers and programmers I have made many projects, mods, maps and games in order to gain experience. I've included a variety of these projects for your perusal below. I hope that the quality of my design work will speak for itself.

Skill summary

- Skilled in creating, designing, prototyping and documenting new types of gameplay.
- Experienced in designing around financial limits, and in the creative use of existing resources.
- Highly capable in Adobe Photoshop, Audacity, Dreamweaver, MS Office, and Gamestudio.
- Image and Sound editing using industry standard tools.
- Documenting game design and game proposals. Updating game docs and bibles.
- Experienced in rapid prototyping, using Acknex Gamestudio Pro.
- Level design for platform games and RTS games.
- Previous experience in puzzle design.

Relevent previous experience

Relevent jobs and Indie projects -

2008 - Teaching summer camps at Labyrinth Gamer Cafe,
- 'Programming your own game!' - A 10 hour course on making your computer game.
- 'Game design theory' -
A 10 hour course on game design. - It sold out.


2008 - Tactics Zen - A non-linear action/RPG game, featuring an electric circuit sim, and an abstract "Tron-like" art style. This project topped the charts for three months in the top 21 of the Experimental Gameplay Project.

This prototype can be downloaded from the main portfolio page.

Screenshots can be found at:
http://www.akithgames.com/tzen_0.jpg
http://www.akithgames.com/tzen_1.jpg
http://www.akithgames.com/tzen_2.jpg
http://www.akithgames.com/tzen_3.jpg


2008 - Electric Zen - A RTT (Real Time Tactics) game, featuring an abstract art style and complex emergent gameplay using interlocking units and unit abilities.

This prototype can be downloaded from the main portfolio page.

Screenshots can be found at:
http://www.akithgames.com/shot_0.jpg
http://www.akithgames.com/shot_1.jpg
http://www.akithgames.com/shot_2.jpg


2008 - The Scourge - A shoot 'em up/horror game, which placed the player in the role of the storyteller, allowing him to make story based choices. This game was also designed around a piece of music, which plays in the background of the game.

The action flows with the music, which is intensified by not giving the player a weapon for the first 15 seconds of gameplay.

This game was made over the course of three days, and two sleepless nights at the Toronto Gamejam. It was picked as one of two games to be featured in the IndieGameBlog.

This prototype and screenshots can be downloaded from here.


2007-08 - Engine of War - A top-down action/arcade game, featuring an electric circuit sim, for the PC.

Worked as lead designer in a team of two, including myself and an artist.

Engine of War is a fast paced shoot 'em up where you fight waves of monsters with a large array of weapons. However, the game also features a flexible electric circuit simulation, which is used for building the internal circuits of your vehicle.
This allows the player to hook up switches and shields, batteries and sensors, weapons and engines, right down to the wiring.

Screenshots and a youtube video can be found at:
http://www.akithgames.com/EOW_game.html


2007 - Racing Gears - A small hover racing game prototype, for the PC.

Worked as lead designer in a team of two, including myself and an artist.

Racing Gears is a racing game where the player can race along various racetracks that float in the sky, giving the game an open light feel. This is reinforced by a slightly cartoonish style.

The other main concept of the game is that the player can build his own engine in the garage, using physics. Various parts that interacted with each other were designed.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_racinggears_1.jpg
http://www.akithgames.com/screenshots/ss_racinggears_2.jpg

2007 - SSRTT (working name, stands for SideScrolling Real Time Tactics) - A sidescrolling RPG with a RTT battle system.

Worked on this one solo, focusing on prototyping the unusual gameplay mix.

The game was done using stickfigures for the sidescrolling, allowing me to clearly show movements and abilities without a modeller on the team.

The units were designed to each have a certain role on the field, such as pikemen for holding a line. The units used several types of formations, and a pathfinding system designed for squads. This would allow them to walk single file through a small gap, or walk abreast through a larger area.

Also, this project featured wizards inspired by dungeons and dragons. The wizards were powerful, yet limited. They could cast each spell only once, and could memorize only one to four, based on their level. They learned spells as your charactor found teachers for them in the platform RPG part of the game. The wizards were powerful, but normal units could overcome them, by use of numbers and speed. I found that wizards worked well as walking single use abilities, and it gave the right sense of dread when the AI brought a wizard to the table, without the wizards being so powerful that the game revolved around having them.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_ssrtt_1.jpg
http://www.akithgames.com/screenshots/ss_ssrtt_2.jpg
http://www.akithgames.com/screenshots/ss_ssrtt_3.jpg
http://www.akithgames.com/screenshots/ss_ssrtt_4.jpg


2006 - Zombie World - A FPS singleplayer game, for the PC.

Worked as lead designer in a team of three, including a level designer and a programmer.

The engine for this game was built around the concept of an infinite world. The world consisted of city blocks, each with a single building or center piece on it, or several smaller houses. In reality, there were only nine city blocks in existence at any one time. The world was full of wandering survivors, zombies and mutant monsters.

This project had a unique system for spawning boards, and nailing them to buildings. This allowed the player to seek shelter at night, by boarding himself in.

Also, I did all the menu art for this project, as there was no artist on the team. Because of the aliens later in the game, we chose to go with a space style of menu, rather than a ghost city style.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_za_world_1.jpg
http://www.akithgames.com/screenshots/ss_za_world_2.jpg
http://www.akithgames.com/screenshots/ss_za_world_3.jpg
http://www.akithgames.com/screenshots/ss_za_world_4.jpg
http://www.akithgames.com/screenshots/ss_za_world_5.jpg
http://www.akithgames.com/screenshots/ss_za_world_6.jpg


2006 - Thief Multi - A FPS multiplayer game, for the PC.

Worked as lead designer in a team of three, including a level designer and a programmer.

The gameplay was based on stealth, with the two teams, Thieves and Guards having various abilities around this. The Thieves could climb walls, and one-hit kill when backstabbing. Guards could sound the alarm and carry torches. Worked online with 4-players.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_thief_1.jpg
http://www.akithgames.com/screenshots/ss_thief_2.jpg


2006 - Ground Control: Total War (working name) - A singleplayer RTT game with campaign map, for the PC.

Worked as lead designer in a team of two, including myself and an AI programmer.

Has a complex AI system for the battle, which could create a tactic for any of several army types.

The player could play as any of six teams, which were each a character. Each team was an army commanded by a single person, including Machiavelli, Sun Tzu, and Erwin Rommel. Each team's units reflected the tactics of the character, such as the heavy use of fast mobile units for Rommel.

The storyline and world were designed to allow greater flexiblity for the characters, to allow for both fictional and historic characters and to explore the tactics these people might use.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_gctw_1.jpg
http://www.akithgames.com/screenshots/ss_gctw_2.jpg
http://www.akithgames.com/screenshots/ss_gctw_3.jpg
http://www.akithgames.com/screenshots/ss_gctw_4.jpg


2005 - MultiRTT - A multiplayer RTT skirmish game, for the PC.

Worked as lead designer in a team of two, including myself and a programmer.

Each of the two teams had four unit types, and these all interacted heavily with each other. A non-standard fantasy setting was chosen because I wished to design several unusual unit types and abilities and this allowed more flexiblty.

The teams are Zombies and Survivors. Zombies used various mutant types of zombies, and the Survivors were armed with various scavanged weapons. Only worked over a LAN.


2005 - Zombie Attack - A arcade style zombie defense game.

Worked solo, as programmer and designer.

This project was a basic style of gameplay, with the player using various weapons to kill zombies until forced to fall back to the next line of defense, through house, hedge and fence. The point of the game was to survive until a helecopter could arrive to save you. The game had several maps, and a complex pathfinding system. This pathfinding system focused on low resource use, to allow more monsters onscreen at a time.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_za_1.jpg
http://www.akithgames.com/screenshots/ss_za_2.jpg


2004 - RPGtool (working name) - A easy to use game editor for real-time isometric puzzle games.

Worked as puzzle designer in a team of three, including an artist and a programmer.

The project was based on making a single real-time isometric puzzle example game. It featured two layers of tiles, that could interact with the player. Twenty levels were created and thirty-four tiles. Some of these included: Lava, Ice, Keys & Doors, and Conveyor Belts.

Years later, I revamped this engine to create 'Puzzle Wizard', but added another three layers of tiles and forty-odd tile types to improve the complexity. See 'Puzzle Wizard' below.

Screenshots can be found at:
http://www.akithgames.com/pw.html


2004 - Engine2 (working name) - A click and drag platform game editor, with hotseat mode, for the PC.

Worked as designer in a team of three, including an artist and a programmer.

The project was based on selling a easy to use editor, with a flexible amount of parts, objects, tiles and monsters. The game could also have menus, deathmatch areas, hotseat levels and single player levels. These could all be built using the editor.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_engine2_1.jpg


2003 - Triplanes 40k - A hotseat flight combat game.

Worked as designer in a team of four, including myself, and three programmers.

This project was entirely hotseat, and involved the flying and combat of up to four planes in a stunt arena. It used a unique method of tapping jumping-jets to fly the planes, allowing for complex stunts, and giving a high skill ceiling for the players, with a minimum learning curve.


2003 - Dungeon2 (working name) - A small arcade top-down shooter.

Worked as lead designer in a team of two, including myself and an artist.

This game only had a dozen levels made, and three basic weapons (minigun, cannon and the sword), with the design focusing on the player's abilities.

Screenshots can be found at:
http://www.akithgames.com/screenshots/ss_dungeon_1.jpg
http://www.akithgames.com/screenshots/ss_dungeon_2.jpg

Counter-strike maps -

A RPG co-op map, involving classes.
- T's in the house
- More T's

A hide and seek map
- CrateWorld

Starcraft maps -

Several Cat and mouse maps, including:
- Cat and mouse mansion, unrigged
- Cat and mouse on the moon

An RPG map, using a complex leveling system.
- Dungeons of the bunker

A defense map, using a complex system for spawning monsters where the player can not see.
- Zombie Defense 2

A CTF map, mimicking 'Team Fortress', with upgrading fortresses.
- CTF custom forts

Work history

2008 - Summer Courses Teacher at Labyrinth Gamer Cafe in Wolfville, Nova Scotia. Working alongside a certified international teacher, Mel Khang, I taught courses on game design theory.
2007 - Staff at All Saints' Church-Community Centre, working with the homeless.
2005 - Software tester at a local programming company, testing "family tree maker".
2004 - Several paper routes in Wolfville, Nova Scotia.
2003 - Worked on a local farm, picking apples and grapes, pruning trees, planting strawberries, Wolfville, Nova Scotia.
2001 - Volunteered at local science center, "Discovery Center", for 18 months. Worked on the floor, theater and the construction room.
2000 / 02 - Worked with travelling fair, "Kingdom for Kids", as juggling performer.

Reference

Darrell Flood, artist on Engine of War
www.darrellflood.com
dadiojagtooth@eircom.net

Criag Adams, artist/design on Fatal Inertia
We worked together on The Scourge.
www.superbrothers.ca
craig.superbrothers@gmail.com

The Reverend Canon Jeannie Loughrey
Priest Diocese of Toronto
All Saints Parish and Community Center,
where I worked for 6 months.
315 Dundas Street, East
Toronto, Ontario.
Postal Code: M5A 2A2
Telephone: 416-368-7768
Email: jeannie@allsaintstoronto.com

Thank you for your time,
Michael Todd.
--------------------------------
- Last updated Sept. 08



 

 

 
 
 
 
 
 

 

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contact: contact@akithgames.com