
Max Southerton - Game Designer




Latest Project - Primal: The Fourth Wall
This project was completed for my final university module, a project which grades accounted for 2 modules of my final year. This project attempted to create a 'pitch' for a narrative based game, creating the base design for a game that could be presented to a studio. I took my story from my second year screenplay writing module (see below) and developed the concept further. I added and planned the story for this, outlined and explained the gameplay and even created 2D and 3D artwork to assist with the presentation of the game.
This project tested my ability across many game design fields, and required masses of organisation to combine all of the components of my project together, on time and to a great standard.
My Work




PokeCentre - 3D Envrionment
2nd Year Group Project




3D Environment
During my final year I completed the 3D Game Art module where I created a 3D environment based on a onlder game. I chose Pokemon Fire Red and created a pokecenter. This was a great chance to improve my 3D skills further and become more comfortable using the Unreal Engine.
In my second year I worked in a group, consisting of four artists and two coders, to create a game from scratch in the Unreal Engine. In this project I contributed to the design of the mechanics, created art assets for the UI and created the 3D animations. We achieved an outstanding grade of 84% for this module and we were nominated for the Project of the Year.
Using 3DS Max and the Unreal Engine I was tasked during my studies to create an environment with a focus on realism. Here I developed my understanding of 3D workspace and also learned of the capability of modern 3D software.
Game World Mechanics
Game Design Theory




Game Development
During the latter half of my first year on the Game Design course I was first introduced to the Unreal Engine 4 during my Game World Mechanics module. Here I was tasked to produce Level Design documents, and then create the levels within the Unreal Engine. While my course did not involve any coding elements, I was taught and used Blueprints in the Engine to create my functioning game.
3D Animation
On the second year of my course I completed a 3D Animation module. Here I was provided a rigged model, and was challenged to create an animation with the rig together with a chosen audio file. This module helped me to understand 3D animation better, as well as becoming much more confident using all the features of 3DS Max.
This was one of the first modules I completed on my course. I was challenged to analyse a specific mechanic in a game. I chose to analyse Movement within CSGO and created a screencast to showcase my analysis. This has been my favourite module so far on my course, and I hope to be able to develop my understanding of Game Design theory outside of my degree.
2D Game Art
I was first introduced to Unity during this module, whereby I was challenged to create a basic 2D platform game with working sprites. With reflection this module helped me increase confidence in my 2D artwork ability, as well as understanding animation sprites and level design within a new program.
This third year module challneged me to create a piece of work that would enhance my portfolio. I wrote a written piece researching map design in CSGO and then created a map using the information and techniques gained from the research. Involved iterative testing of map and fixing bugs.




2D Art
Before university I had never done 2D artwork. My first year gave me the chance to learn basic drawing techniques so that I will be able to better illustrate my ideas in the future.




Screenplay Writing
Year 1 Group Project
During the latter half of my second year at University I chose to study screenplay writing as my elective module. Here I was challenged to write a screenplay with a maximum of 10 pages, inspired by League of Legends I wrote Primal.
The end of my first year on the course challenged me with my first group project, alongside 3 other designers and 2 coders. We decided to make a top-down zombie shooter called Space Invaders 2. Having never created a game in a group this experience was refreshing and taught me the importance of pacing and communication.

3D Character Modelling
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During my Second Year I was tasked with creating a 3D Character from scratch, modelled textured, rigged and posed. This taught me the basics of what it takes to create individual characters and how they interact with game software.
