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