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2018
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PARTY PONG
Media Chain LLC | Facebook Instant Games
Party Pong is a competitive social beer-pong game built for the Facebook Instant Games platform. Players challenged each other to beat each other's high scores through facebook messenger, and the popular Student Problems facebook page.
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Role: Game Designer, Product Owner, Artist
Merge Multiplayer is a collection of online multiplayer experiences designed to be used with the AR toy the Merge Cube. I helped design two micro-games - Snack Dragon (in which players try not to wake a sleepy dragon) and Chipmunch (a competitive arena shooter).
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Role: Game Designer, SCRUM Master
MERGE MULTIPLAYER
Draw & Code x MergeVR | Mobile
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THE NOKIA CUBE
Draw & Code x Nokia Bell Labs x Igloo Vision| Igloo Cube
The Nokia Cube was an immersive experience built for Mobile World Congress 2018. I designed two micro games for it - a cooperative space battle endless runner, and a more classic endless runner - that were controlled by a wrist mounted sleeve designed by Nokia Bell Labs.
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Role: Game Designer
2017
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TRICKY TEMPLE
Draw & Code x Merge VR| Mobile
Tricky Temple is a simple tower defence game designed exclusively for the AR toy Merge Cube. Players design, build and upgrade modular towers to prevent gem thieves from escaping across the various faces of the cube.
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Role: Game Designer, Level Designer
Snatch is an AR treasure hunt app in which players hunt down and steal real world prizes from each other. I designed all the AR experiences for both the core game and the limited time events, working with brands such as Unilever-Marmite and Warner Brothers' Ready Player One in the process.
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Role: Game Designer, Level Designer
SNATCH
Draw & Code x Snatch| Mobile
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2016
Glitchrunners is an asymmetric local multiplayer game in which one player uses a second screen to terrorise the other players locked in an explosive brawler. Glitchrunners was funded by Dare to Be Digital and Channel 4's All4Games initiative. I designed most aspects of the game.
 
Role: Game Designer, Level Designer
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GLITCHRUNNERS
Torque Studios| PC/MAC
RISE
Torque Studios x Barclays Rise| Mobile
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Rise is a simple adver-game built for the Barclays Rise Accelerator program in Manchester. Players move through mario-style levels, collecting coins for funding and rescuing core team members, before eventually reaching the Rise headquarters.
 
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Role: Game Designer, Level Designer
BEST IN SHOW
Torque Studios| PC/MAC
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Best in Show is a uniquely silly local multiplayer stealth game, in which players help two shady characters in a pantomime cow costume escape from a dreary cow-loving nightmare hotel. The game was built for Jamchester 2016, and won the innovation award, attracting the attention of some of the biggest games YouTubers in the process.
 
Role: Game Designer, Level Designer, 3D Artist
2015
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A Place To Call Home is a 2D, isometric island building game, in which players sculpt terrain and build monuments in order to create their perfect microenvironment. The game was designed to be relaxing and non-aggressive.
 
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Role: Game Designer, Programmer, Artist
A PLACE TO CALL HOME
Niall Taylor Games| PC/MAC
FISHBOWL FRENZY
Torque Studios| PC/MAC
Fishbowl Frenzy is a simple local multiplayer game in which players must try and bite the soft underbelly of the opposing carnivorous fish. It was built during a 24hr charity livestream for Special Effect.
 
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Role: Game Designer, Artist
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HEXELS TUTORIALS
Niall Taylor Games x Marmoset Hexels 2| PC/MAC
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Marmoset Hexels 2 is a popular-shape based drawing application, most famous for its "trixel" drawing modes. I designed two example projects for the program - one showing how the line tool could be used, and the other showing effective use of layers.
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Role: Artist, Designer
2014
DON'T WALK: RUN!
Torque Studios| PC/MAC
Don't Walk: RUN! was the original prototype for Glitchrunners, developed during Dare To Be Digital 2014. It was chosen as a winner of the competition, and was nominated for the BAFTA Ones To Watch award in 2015, as well as securing studio funding from Channel 4.
 
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Role: Game Designer, Level Designer
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Landslide McQueen is a fun and silly casual game in which you must slide down a hill on a briefcase, knocking down as many pedestrians as possible. Chaining knockdowns leads to bigger points. Landslide was popular with a number of high profile youtubers, including PewDiePie.
 
Role: Game Designer, 3D Artist
LANDSLIDE MCQUEEN
Torque Studios| PC/MAC
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A Fracture In The Bone is an experimental twine game, in which a short autobiographical vignette is presented to the player in the form of a poem. The player is able to interact with the poem, changing the wording slightly to make it their own, and increase their sense of ownership and immersion in somebody else's story.
 
Role: Game Designer, Programmer, Artist
A FRACTURE IN THE BONE
Niall Taylor Games| PC/MAC
LEGACY
MINIMUM WAGE SIMULATOR
Niall Taylor Games| PC/MAC
Minimum Wage Simulator was an experimental student game aiming to deconstruct the idle clicker genre by applying it to a situation where you cannot afford to be idle.
 
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Role: Game Designer, Programmer, Artist
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REDWOOD
Torque Studios| PC/MAC
Redwood was an experimental student game aimed at exploring what it would be like to control a crowd of players, rather than just one. It looked at themes of "safety in numbers", and what the reality of that is in a herd.
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Role: Game Designer
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MILK SNATCHER
Niall Taylor Games| PC/MAC
Milk Snatcher was an experimental student game built to prove that Unreal Engine 3 (UDK) could be utilised to make simple games with no programming, only kismet. UE4 has proved this is possible without a doubt since them, but I'm still proud of the kismet-wrangling achieved here.
 
Role: Game Designer, Programmer, Artist
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TO GREATER HEIGHTS
Niall Taylor Games| PC/MAC
To Greater Heights was an experimental student flash game in which all physics applied to the player were additive without limit. It meant that players could build momentum and bounce through levels that would otherwise be impossible.
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Role: Game Designer, Programmer, Artist
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STARK
Niall Taylor Games| PC/MAC
Stark was an experimental student flash game in which players had to battle enemies hiding in plain site, using a monochromatic colour scheme.
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Role: Game Designer, Programmer, Artist
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ANCIENT FARM
Niall Taylor Games| PC/MAC
Ancient Farm was an experimental student game that explored ways in which premium currency systems could be subverted. It was a farming game that allowed the player to spend "ancient bones" to speed things up, at the cost of twisting the land and crops further in the image of an ancient and unknowable evil.
 
Role: Game Designer, Programmer, Artist
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