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FAOLÁN KELLY-SMITH

I am a game designer with a passion for player experience.
I've developed several games in Unity and Unreal with a focus on engaging game features and mechanic design.
I work well in teams and I'm proficient in planning development cycles and carrying projects to completion.
Below you'll find some of these projects, feel free to have a look and if something catches your eye, please get in touch.

JAIL WAKE

​Unique Selling Points

  • 2 player 2D Platformer

  • Tethered to one another

  • Hit each other to launch

My Role​

I acted as sole designer and team lead on this project. Working with the team, I designed the level progression, core gameplay mechanics and overall game feel. A great deal of attention was paid to making the tactile feel of hitting other players satisfying.

JAIL WAKE
DESIGN PRINCIPLES

This design document demonstates how each level would teach the player a new mechanic of the game.
Level 2 is the first point where players need to hit and launch one another to clear the gap, ensuring they learn the mechanic here before moving on.
Similarly, Level 4 introduces wall jumping and Level 5 introduces the ability to extend and retract the connecting chain.
Levels 1, 3 and 6 present challenges using the mechanics the players has learnt by that point.

Design Doc_edited.jpg

FREE FIRE

​Unique Selling Points

  • Multiplayer 3D 3rd person shooter

  • Paintballing

  • Fast paced, Frenetic and Chaotic

My Role​

I was the production lead for this project, organising the production pipeline and playtesting schedule. I was heavily involved in the level design of the arena and towards the end of the project I took on a game systems designer role, tweaking the central gameplay loop and improving feedback to players.

Warning: Trailer has music

FREE FIRE MACHINATION DIAGRAM

The brief for this project was to create a fast paced multiplayer shooter that was chaotic enough that skilled and casual players were on a level playing field.
To that end, players must return to their spawn location to reload.
This diagram demonstrates that with the same chance to hit, Aggressive players are more likely to score shots but will quickly empty their clip, allowing Conservative players the chance to catch up.

Machination Free Fire diagram.PNG

FREE FIRE MAP NAVIGATION

An issue identified early on was players getting lost in the map, so several navigation tools were implemented.
These included colour-coding the stands to player teams, an arrow to the player's reload point and a central stage asset that provided cover and a higher vantage point.

New Arena 1.png

PRIVATE PROJECT: GLITCHABLE

A test of Linetracing and Level loading in Unreal.
This project plays with the concept of Negativism, allowing players to take on the role of a Q&A tester and decide what class of bug the box is and thus, whether it will stay as part of the level or not.

Glitchable Blueprint of Linetrace and Widget

BLACK SNOW

Prototype for COP26
Demonstrates the Carbon Cycle
My Role on this project was research and gameplay design.

How to Play

Play as Phytoplankton in a Snake-style game. 

Collect carbon and enter sunlight to photosynthesize. Ensure you don't stay in the sun too long or your cells will oversaturate and die.

Control the powergrid for a city block.

Try to power buildings as cost efficiently as possible without causing a blackout by overcharging one building.

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©2022 by Faolán Kelly-Smith. Proudly created with Wix.com

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