BRIAN STURM
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Portfolio

SHOW, NOT TELL:
I believe you can see the scope of accomplishments in my resume.
You know the day-to-day challenges, and you can infer that I've faced them too.
I want to help you to see how I think and what I can provide, instead of repeating everything you've already seen in my resume.

DESIGN METHODOLOGY VIDEO
DESIGN METHODOLOGY GIF
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QUALITY & QUANTITY
I have two specialties that may seem incompatible. I make epic, meticulously crafted experiences, and I can plan, implement and review massive amounts of content with an eye on which experiences need to be the "polished showpieces", which are the extremely addictive premiere experiences, and then how to make the majority of the remaining content high in quality, but low in budget & bugs.
I was the creator & owner of all of the "Epic" content, spearhead & principle designer of all repeatable content, and created or co-created all 6 Single Player campaigns.

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City regions in AOEO (Age of Empires Online) had challenges that combat maps did not.
"TRIGGERED"
City regions did not support C# scripts, so over three years I implemented thousands of triggers via drop-down menus. I believe I had about 6 bugs relating to triggers in over 3 years.

PERF LIMITATIONS:
Because of our game's incredibly low min. spec. requirements I had to re-use assets in city maps. The picture above likely has less than 40 unique assets. Rotating buildings and re-using humans are just examples of methodology. But telling a narrative can give believability to game mechanics, tech tree unlocks, and even a city with heavily re-used assets.

Soldiers practicing arms. Throngs of citizens around temples and fish markets. Neighborhoods and daily activities that you'd assume a vibrant ancient city would have.

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After GPG (Gas Powered Games) went out of business, I decided to learn C# programming and the Unity game engine. I created a 4-player offline Co-Op game called "Monster Mash" by myself.
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Although my game will be very different in design and theme, I am very upfront that the core game mechanics are a clone of "Overcooked" by Team 17. I knew that if I wanted to develop a title as a solo developer, I needed technical requirements that could produce a lot of fun gameplay from a small list of game mechanics.

This title has not shipped yet, but the depth of understanding I gained in game design architecture, project management, and programming has fundamentally changed my methodology for the better.
And it all started with a tiny ball with a collision box...

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MONSTER MASH - youtube developer LOG


Get In Touch

EMAIL / gec.bsturm@gmail.com
PHONE / 206.383.6128
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  • Home
  • 3D Map Designs
  • About & Contact
  • Resume
  • Level Design - Need Password