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Bachelor of Science

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From Full Sail University ~ This Game Design Bachelor of Science program has enhanced my ability to work in a game studio environment. I have learned the development pipeline for high-level game design and production. I have learned key industry concepts for systems and level designs allowing me to prototype and evaluate all game projects.

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Turrets had  rotating shields and life meter. They also had a detection radius placed that would engage player if within the specified range. On destroy the devices would pull from a random drop for player benefits and/or unlock sections. 

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Video game voice audio. 

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Designers

David Coleman

Cameron Daughtry

Gabriela Garay

Timothy Acquard

Laura Taylor

Producers

Jacob Donham

Aliyah Phelps

Noah White

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Artists

Marvin Coates

David Klingel

download game

OPERATION BONSAI

Graduated 12/20/2019

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It has been a great adventure learning as a student. Here I share some of the best & favorite academic experiences I have been able to participate in that have shaped my life.

CAPSTONE PROJECT

Collective work from our small team.

Top-Down Shooter game.

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MY COURSE WORK

 

Creative Presentation

I have learned to effectively utilize visual storytelling techniques, create meaningful content, and apply lessons from myths and movies to shape the audience’s journey.

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Psychology of Play

I have applied critical-thinking skills, and strengthened the ability to collaborate with others in social and professional settings.

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Game Design I

As a game designer I break down game ideas into discrete, functional, and logical systems. Being responsible for all features of any given game, such as player goals, choices, and game rules, I have observed and analyzed different game designs to understand how these elements interact.

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Technology, Entertainment and Media

Gaining an understanding of the impact of technology and technological innovations across various industries.  Including, how emerging technologies are shaping entertainment and media industries.

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Discrete Mathematics

Learning mathematical reasoning, symbolic logic, sets and relations, sequences, functions, algorithms, matrices, number theory, combinatorics, probability, and Boolean algebra.

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Design Tools

Gaining knowledge about the tools used by game designers in the industry. How to create game design documentation, simulate using spreadsheets, brainstorm effectively, and present ideas in a group setting.

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Programming Foundations I

Using the Unity engine and the application of C# scripts. Achieving a playable build for Macs & PC or web portal.

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Fundamentals of Physical Science

Learning concepts such as Newtonian mechanics, properties of matter, electromagnetism, the nature of waves and sound, and cosmological phenomena.

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Project & Portfolio I

Programing using a game engine and computer scripting language. I can demonstrate understanding of procedural logic and linear thinking.

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English Composition I

I can develop ideas, control the voice and style of writing, and formulate a thesis.

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Design and Development Analysis

I use techniques used to deconstruct, reproduce, and improve existing games based on a thorough analytical process.

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Project & Portfolio II: Interactive Design

Implement play-testing for an original analog game. My focus was placed on the mechanics, flow, fun, and unique play aesthetics of the project.

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Statistics

Learning statistics for data collection methods, organization of data, descriptive analysis, and visual representation of data. 

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Level Design

I can analyze game levels concepts with level pacing and flow, setting clear goals for a player, and the importance of visuals. 

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Building Functional Groups

I have learned how to survey, develop, and employ unique, team-specific communication, decision-making, problem-solving, and conflict-resolution techniques.

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Project & Portfolio III

I have conducted rigorous play-tests; revise my work based on peer play-tests, and industry feedback.

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Programming Foundations II

Learning architecture and problem solving, programming techniques in JavaScript, including object prototyping, algorithms, and simple finite-state machines.

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Game Mechanics

Using game rule–based systems, challenge-and-reward systems and sync game-play decisions to a specified target audience.

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Professional Writing

I have learned how to focus on persuasion with different writing formats, styles, and techniques in writing letters, negative messages, positive messages, and proposals.

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World Building

Creating a level based on game interactions and features.  Concepts such as interaction-driven level, modularity, and combat scenarios are part of my work.

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Project & Portfolio IV

Customizing my digital projects created in previous technical classes by adding new and interesting mechanics.

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Game Development

Implementation of multiple phases of development with abilities, tools, and research methods necessary to deliver a game from concept to completion.

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Game Design II

Advancing my game design skills in game studies, theory and practice.

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Systems Thinking

Understanding impact of systems within games for player choice, resource acquisition and allocation, game economies, and ecosystems.

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Historical Archetypes & Mythology

Applying connections between history, mythology, and iconic archetypes that are used to identify, understand, and relate to mythological characters and characters of my own creation.

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Project & Portfolio V

Iterating on a digital game project using concepts and content from the previous courses.

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Prototyping

Creating my first team-based digital game prototype while working in a team environment during the development process.

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Game Design Pre-production

I learned to collaborate in a professional game-development environment, working in teams to document and develop a gameplay prototype.

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Project & Portfolio VI

Learning hands-on experiences with summative and formative portfolio assessments.  The mechanism of this iteration is a project pitch.

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Game Systems Integration

 Take an existing game that is near completion and I have learned how to perform testing, improve existing mechanics, add visual and audio player feedback, and more. 

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Game Balancing

I have learned how to use level-design and gameplay-design fundamentals to create levels that capitalize on the strengths of certain design elements. When to make it final and when to cut features that are deprecated or not synergistic with the overall design direction.

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Project & Portfolio VII

 the final checkpoint for my Putting the finishing touches on my digital project, preparing it for submission to festivals and release to the general public.

My accomplishments were the design and programing of enemy turrets, layout of level conditions, voice instructions, User Interface, Menu, level design, sound FX and game balancing. 

BRAINSTORMING

Learning How to Start a Design

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Game Design Brainstorm Activity

When Creating a new game, having brainstorm sessions and activities can help greatly find content worth elaborating on. I used Boardgamizer and Video Game Generator to get the starting ideas. 

 

DOCUMENTATION

Learning Concepts on Game Design Docs

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Game Design Documentation  Activity

Learning from a bare template how to fill in and create appropriate content for game documentation. 

 

SLOT MACHINE

Slot Reel Design with Payout Matrix

Also Shows Chance to Hit Returns

CHOICES

Understanding interaction and creative choices diagram creation sample

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Understanding Mathematics

Learning how to create with random events. Applying chance and percentage to fit within a legal scope for gambling games.

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PROJECT PITCH

PEAK 2 PEAK

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Serious Game
Simulating BSA On-Target Events

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UI/UX

Learning visual layout and User Interface placement.

Limited Screen Space
Create a game that shows how the UI will work with player visual areas. Appropriate menu placement and easy to understand orientation. 

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SCRAPS

Level design documentation for building a project level

ANIMATION SETUP

Using TRELLO setup animation scene descriptions and interactions

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Setup of Needed Animation
Introduction to Trello Boards. Submit work done in game engine for animation poses needed. 

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Five Poses

Creating a 3d sample and description of the needed animated posses.  

 

PROJECT VIDEOS

Showcase learned concepts, gaming methods, and degree applications

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LEVEL DESIGN

Vertical design challenge/puzzle 

ALTER EXISTING GAME

My version of the game PONG which I named HANGRY

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GRAPHS & CHARTS

Breaking down functions and pathways for interaction is a key role of a game designer

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ANALYZE & BREAKDOWN

I wanted to understand a favorite game that I love playing. Here is my version of looking at some of the key functions & interactions from SUBNAUTICA. This is a great practice to do for game designers to begin to understand other designers/developers

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OTHER NOTATIONS

From concept designs, layouts, tabletop creation, Unreal Engine Blueprints & Animations and Unity level design

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