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47303478_2391262707567379_36394406754281

Hi! I'm Corrin, a Game Designer who loves making prototypes in VR and having my games play-tested. I have been playing D&D since I could talk and started dungeon mastering my first homebrew campaign at age 14. Now, ten years later, I have achieved a First in Games Design at the York St John University.

My background in systems analysis and computer science gives me a great technical edge, but my drive is in creating great inclusive experiences for all kinds of people.

Station H2O2

Ever since discovering VR, I have been fascinated by the idea of completely interactive game worlds. Virtual reality is innately immersive and gives vast possibilities for players to have experiences that, although not possible in real life, can feel incredibly real in VR. Interaction is at the core of my work. With this in mind, I’ve made a game where the player can interact with everything! Having the chance to build complex systems with their own hands in a fantasy/sci-fi world, - it's an experience only possible in VR!

Mage Trix

This is a  VR game for the Oculus Rift made in my first year of university, and my first dive into VR design. It was quite the experience. 

Mage Trix is set in a mystical jungle where the player's home is beset by explorers ravenous for treasure. The player lifts the ground and then pushes or throws it to remove obstacles, defeat opponents and build navigable terrain. Although a simple game, it created an enjoyable and chaotic experience which players enjoyed.

Belmanorts

​This is a game that takes the core moment to moment game-play of big 4x strategy games and boils it down into an easily accessible mobile game. ​

I feel taking concepts that have seen success with lager games and seeing how those experiences can be translated to mobile gaming is incredibly interesting.

To play it for yourself, go here:

https://red-heart.itch.io/belmanorts

Logistic-I

A prototype built for a 2D point and click adventure. Set in a mountainous fantasy village, the player must recover there having receiving major wounds from an unknown assailant.


Built-in the Unity engine over three weeks for my second year studying Game design , the prototype explores what using a phone as a controller might feel like, leading to some interesting gameplay when using the combination of the unique hardware found in a phone.

Occidendum

A prototype built for a 2D point and click adventure. Set in a mountainous fantasy village, the player must recover there having receiving major wounds from an unknown assailant.


Built-in the Unity engine over three weeks for my second year studying Game design , the prototype explores what using a phone as a controller might feel like, leading to some interesting gameplay when using the combination of the unique hardware found in a phone.

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