Steven K. Rhodes Game Design Logo

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Introduction

I am a veteran of the U.S. Navy that has been credited on 2 shipped games published by CelleC Games and Black Banshee Studios. I have also self-published 1 web game to Itch.io after serving as a game development camp instructor for iD Tech, primarily teaching with Unity and p5. I am seeking opportunities to design innovative gameplay experiences that are engaging, enriching, and satisfying for their players.

Studio Projects

Tales of Mahabharata
PC (Steam)

Black Banshee Studios
Shipped August 2018

On Tales of Mahabharata, I was primarily responsible for designing, animating, polishing, and implementing 2D art assets. I also created social media banners, designed several level maps, wrote character dialogue for 2 side quests, and scripted new interactable events. Other duties included QA testing, updating maps with bug fixes, and exhibiting our work at the Full Sail Project Showcase, Indienomicon, and OrlandoiX 2018.

Roles: 2D Artist, Level Designer, QA Tester.

Tools: RPG Maker MV, Github, Adobe Photoshop, Ugee Tablet.

Team Size: 35

Duration: 7 Months

Spellbook Repair
Mobile (Android)

CelleC Games
Shipped May 2019

I was involved in Spell Book Repair during its concept phase, but did not participate in its production after my internship with the studio ended. I collaborated with teammates to define learning objectives and the target audience through UX research, then to design its story concept, core gameplay modes, and its mobile touch-based interaction model.

Roles: Game Designer, UI/UX Designer

Tools: Unity, Adobe InDesign, Draw.io

Team Size: 18

Duration: 2 Months

Don't Bleed
PC (Steam)

Black Banshee Studios
Shipped as Early Access January 2018

On Don't Bleed, I worked as an associate producer managing a small team of 3D artists and animators that created in-game assets. I was also asked to fully redesign the UI in-line with the game's art direction and narrative theme at the time, though my design went unimplemented. In addition, I participated in server tests to provide QA feedback.

Roles: UI Designer, Associate Art Producer, QA Tester.

Tools: Adobe Photoshop, Microsoft Office, Slack.

Team Size: 20+

Duration: 1 Month

Personal Projects

Null Dominion
VR (Oculus Go)

Solo
Unreleased 2021

Null Dominion is the prototype for a tactical RPG that would have been playable on standalone VR headsets. The primary target platform was to be the Oculus Quest, though this prototype was only playable on Oculus Go since that was the headset I had available for early testing. I worked steadily on its design and development to test the viability of a game in this genre that utilized a first-person POV.

Roles: Game Designer, Developer, Producer, UI Designer

Tools: Unity, C#, Android Studio, Inkscape

Team Size: 1

Duration: 9 Months

Staff of Randomness
PC (Itch.io)

Solo
Shipped April 2024

Staff of Randomness is an arcade game I designed and developed for web browsers as an instructional aid while teaching teenagers how to code as an iD Tech online camp instructor. I started work on this in June of 2020 and only returned to continue development for a few weeks at a time each summer until August 2023, an estimated 6 months of development spread out over 4 years.

Roles: Game Designer, Game Developer, Producer, 2D Artist

Tools: p5 Editor, Javascript, HTML5, Piskel, Google G Suite

Team Size: 1

Duration: 6 Months

Resume Preview

I prefer email communication for first contact. If you do intend to call me, you need to text or email me first stating who you are and your reason for calling. I do not answer calls from numbers I do not recognize.

PDF Print or Download: SKRhodes_Resume_GameDesign.pdf

The game design resume of Steven K. Rhodes.
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