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Ashley Hook
Games Designer

Hello, my name is Ashley Hook I'm a UK based games designer with a love of  in-depth and meaningful media which I love to show in my work through deep, relative and fun gameplay loops paired with well researched and thought out level design

In this portfolio I showcase various projects that I have been lucky enough to work on ranging from group projects replicating large studio work to large solo development projects and even some 2 week design sprint game prototypes that I threw together to push my design decision making

Outside of games I like to go to explore history through ruins and museums and see how different design techniques worked and evolved over time as well as explore different media to see how different design techniques are used and applied.

Thank you for reading feel free to reach out if you have queries about me or my portfolio

My Games

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Clash Ramblers

Large Solo Game Prototype

Playthrough a dangerous dungeon with up to 4 people dodging enemies, traps and hazards while trying to keep a crowd entertained!

Clash Ramblers
Unreal Engine 5 Blueprint

Large Solo Development Project
  • Created a fun & re-playable gameplay loop using knowledge gained from analysing similar media
  • Created a modular balanced loot system using blueprint & data tables
  • Created, used & maintained technical documents to keep the project concise and on track
  • Created a modular enemy AI parent actor to create a large amount of enemies with varying behaviours & attacks using behaviour trees & Navmesh navigation
  • Created cutscene's and scripted events using Unreal Engines level sequencer
  • Created a level design using mood boards, floor plans and blockout's while implementing environmental storytelling elements
  • Used Unreal Engine's sequencer to create animations where needed

 
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House of Ashes Industry Brief

Group Vertical Slice

After falling into an ancient abandoned messopotamian temple and triggering a trap Ethan and Cody must find a way out with something lurking just beyond the door

House of Ashes Industry Brief
Unreal Engine 5 Blueprint

My Contributions
  • ​Create clear and easy to digest technical documents for multiple development roles in order to keep the project understandable and on schedule
  • Critically analyse Supermassive game's House of Ashes understanding their design principles and inspiration's in order to create a faithful vertical slice
  • Create the narrative & floorplan layout to give each role a clear picture of the story & 3D scene
  • Utilize Unreal Engine's level sequencer events to create a multiple ending narrative vertical slice
  • Use Blueprint to create quick time events(QTE's) similar to QTE's found in House of Ashes
  • Create a UI design that faithfully matches supermassive games style

 

Game Prototypes

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Fencing Offence Mini-game

Two week Solo Development prototype

Two Players go head to head trying to knock each other off a crooked fence! This is Fencing Offence!

Fencing Offence Prototype Mini-game
Unreal Engine 5 Blueprint

Solo Project
  • Analysed games such as Mario party and Wii Sports to understand the principles of building a minigame​
  • Analysed Fencing movements and techniques to understand the principles of fencing
  • Hosted playtesting sessions in order to discover and solve gameplay flaws and bugs
  • Created and textured basic 3D models using Maya and Adobe Substance Painter
  • Animated basic character models using Mixamo 

 
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Escape from Dunwich Manner

Three week solo escape room prototype

You know this guy has done something but the police refuse to act. So you have decided to take things into your own hands and investigate Dunwhich Manner

Escape from Dunwich Manner Escape room prototype
Unreal Engine 5 Blueprint

Solo Project
  • Analysed escape room games focusing on there gameplay loops, varying puzzle types and focus on narrative to implement into the prototype​​
  • Analysed cosmic horror and detective themes
  • Used research to implement narrative and story clues through the level design and gameplay
  • Created various puzzles inspired by other escape room's using Unreal Engine's blueprint script
  • Challenged myself to create all 3D assets used in the prototype to better understand a level designers pipeline
 
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