- Introduction -

Welcome to the Game Design portfolio of Danny Johnson. You can browse through the various posts for projects in the Post summary to the right. Some of the work uses existing properties for a basis, but I have then created a unique design in the spirit of that game. All work has been created by me unless otherwise noted. You can also visit my game design blog or view my resume.

4.12.2010

El Toro (executable)



El Toro is a side-scrolling platformer where you use music as a weapon. My friend, Allyn Limson, came up with the concept and made all the art, while I assisted on design and wrote the gameplay code. The game ended up winning the "Best Game Design" award at our school that year. The game was developed on and off over the course of a year, but probably boiled down into about two months of work.

Polarity (executable)


Polarity is a game I made for my senior project. It is an action/fighting game with same keyboard multiplayer. The intent was to create a game that was mainly about design and not context. I wanted to avoid any real world constraints unless I specifically chose to use them, such as gravity. I believe the game turned out more enjoyable because of this design first approach, yet I believe it could still be re-branded to something more accessible if necessary. This game took about three months to fully develop, even though the initial prototype was completed in two days.

4.05.2010

Stack Trace


Yet another Game in a Day with the goal of making an abstract one button game. Possibly even more abstract than the last game, this basically boils down to moving down the screen without hitting the moving blocks. It sounds simpler than it looks, but it's pretty straightforward once you understand the basic functionality. Also a bit shallower than the last game, I would have to invent more new mechanics to keep it interesting. Still, it's moderately enjoyable.


Download the executable below.

s(pl)ine


A simple and abstract game that uses only one button. This is only a prototype so there are just a few levels, but I still tried to ramp up the difficulty over time. The game was made with the "Game in a day" concept that I used back in school. The goal is to create something playable within a day, but given the short deadline you tend to focus more. You also quickly arrive at the answer to the essential question: Is the idea any good? I would consider this game a success and could see it fleshed out with more features.

3.24.2010

Web (Rules)

Here are the rules for a board game I created, co-designed by Jeremy Welch, a couple years ago called Web. It is an asymmetrical game where one player controls a single spider trying to eat flies, and the other player controls the flies attempting to cross the board. The spider can lay down webs on the board to block or trap flies, but the flies have the advantage in numbers.

6.18.2009

Playable (Visuals)

Get the playable level so that you can check it out firsthand. You need to have Unreal 3 to run the level, and having the most recent patch is advised since it won't look correct if you don't. I have included a Readme that gives instructions for where to add the file and how to run it. Read the original Challenge to understand the intent of the level or view the picture walkthrough if you don't have Unreal.

6.16.2009

Walkthrough (Visuals)

I have created a picture walkthrough of the level I created for the visuals Challenge. You should be able to follow the pictures through the level Myst-style.

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I have also included some shots taken from Unreal Editor to show behind the scenes.

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