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Designing Accessible Editor Tools
During the development of our capstone project Shattered, some design features called for modular, functional level elements. To create...

Sean Braithwaite
Mar 17, 20193 min read


Understanding progressive mechanics with Skill Chain Diagrams
How should players progressively learn our game? Over the past several sprints, the team and I have been designing our levels and how...

Sean Braithwaite
Feb 2, 20192 min read
Bitmasked States and application in Shattered
I needed a system that allowed for the shattering of meshes. Research showed there are a number of visually-polished and exciting ways to...

Sean Braithwaite
Dec 4, 20183 min read
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