# the_work_of(PeterHowell);

Game Development


Designer and
Lead Event Scripter

Official Website
View on Steam
Amnesia: A Machine for Pigs (2013)

I worked in two roles on this title, having joined the team in order to support my Ph.D research with a commercial development project. Taking the roles of both co-designer alongside Dan Pinchbeck, and as Lead Level Scripter, I have been responsible for concepting a selection of gameplay sequences and scenarios, as well as implementing various puzzles and interactive elements in the game. I was also responsible for the implementation of the majority of the game's scripted sequences, set pieces and cutscenes.

While I have primarily been working with the HPL2 engine's AngelScript based API, I have also worked with the engine's Level Editor, Model and Material Editors, and created bespoke effects using the Particle System editor.

The postmortem report for the game is available on Gamasutra.

GameJam Project

Designer and Artist
Watch Your Step! (2013)
Awarded Prize: 'Most Technically Advanced Game'

The University of Portsmouth GameJam is an excellent opportunity to stretch one's creative muscles. In 2013, I decided it was also an excellent opportunity to try and do something a bit different and perhaps a bit daft. In the 5 day competition, myself and a team of staff and students attempted to create a replica of the late 1980s kids TV show, Knightmare.

This was achieved using a setup of 4 Kinect cameras that could track a player in a 4x4 meter play area. This positional data was then used to drive a player marker within a virtual game world running in Unity. We coupled this with a network-enabled office fan (using one of our programmer's electrical expertise) to offer players some physical feedback in the form of 'wind' when standing on the edge of a cliff in the virtual environment.

TIGA Game Hack Project

Designer and Artist
Zenith (2013)

A 48 hour project developed at the TIGA Game Hack in February 2013, Zenith is a touchscreen optimised reflex-based game in which players must scale, rotate and translate space debris to prevent it colliding with and destroying your escape pod as you plummet through space following the destruction of your ship. Players use a combination of swipes, pinches and other two-finger inputs to carry out different actions as varying types and sizes of junk fly towards them.

My role in the project was primarily design, with some key art contributions made in the form of the escape pod and various bits of debris. The game unfortunately didn't score us any prizes, but was very well received by the audience when it was presented at the end of the Hack. The team were all very proud to have produced something functional and playable in the 48 hour period - easily the shortest competition we've entered!
GameJam Project

Designer and Artist
Time Trap (2011)

Developed once more during a 5 day GameJam at the University of Portsmouth, Time Trap is a fast-paced 'Runner' game inspired by Canabault. It challenges players to sprint, jump and shoot their way through a side-scrolling course with multiple paths, collecting points from power-ups, and outrunning the swirling vortex of doom that is closing in behind them, destroying all in its path!

The game was built using Unity and Javascript, with myself being responsible for the game's design and the building of the level within Unity, along with some 3D artwork and more general project management throughtout the week.

Time Trap
Time Trap in action!
GameJam Project

Designer, Artist
and Programmer
Goo Factory (2010)
Awarded Prizes: 'Best Soundtrack' and 'Best Animation'

In 2010, myself along with a group of 4 others entered the Dare to Be Digital competition with our pitch, Goo Factory. Goo Factory is a fast-paced, highly stylised multiplayer arena combat game in a similar vein to Smash Bros., with an additional layer of territory control to add to the chaos.

We successfully reached the second stage of the competition, unfortunately not making it to the final stage. However, we entered the 2010 University of Portsmouth GameJam with this same title, producing a technical demo with key features implemented within a week. The demo was eventually developed in DarkBasic (following the spectacular failure of an OpenGL version after 3 days of the 5-day Jam). However, despite the hiccups in development, the game proved popular amongst other players, as well as the judges, and was awarded the prizes of Best Soundtrack and Best Animation.

Goo Factory
Artwork by Nicholas Tenhue