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MARGARET WONG

GAME DESIGNER

Hello! My name is Margaret.

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I am a game design student studying Master of Animation, Games & Interactivity at RMIT, Melbourne. I have developed some local multiplayer games as well as participated in The Playable City Brunswick, a part of the international project - Playable Cities during my study. Currently, I am looking for a junior game/ level designer role as the start of my career.

 

You can take a look at the portfolio highlight of my game development work below or explore my full portfolio on this site!

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PORTFOLIO HIGHLIGHT

Genre: 2D Platformer, Multiplayer

Engine: Unity

Platform: itch.io, PC, Mac

Project length: One semester, 12 weeks + 1 week to tidy up

Team size: A sound designer (Benjamin Willis) & a game designer (myself)

Link: https://iamcatbone.itch.io/fox-vs-fox-expo

Fox vs Fox

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Description:

“Fox vs Fox is a 2D two-player platformer game where the two players compete with each other to get a higher score within the given period of time. One day, a fox met another fox-like creature. "I'm an alien-fox. My aim is to take over the earth. We are the best species of fox in the universe. You will be replaced" The alien-fox said. "No, we are the best foxes! We are fast and we can move swiftly. Let's have a competition to prove who is the best!" A war between the earth’s fox and the alien fox is going to start!”

 

My role:

Quickly built a few prototypes and tested them with some playtesters. Picked the one with the highest potential and continued working on it with the prototyping and playtesting loops. Programmed all the mechanics in the game with C#. Designed the levels in both modes. Worked on all the sprites in the game. Wrapped all the assets together as a playable game.

 

Game design, Level design, UI design, Game art, Programming

Genre: Pervasive Game

Engine: Unity

Platform: Mobile

Project length: One semester, 12 weeks

Team size: 9

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Playable City Brunswick :

The Brunswick Time Machine

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Description:

“Playable City Brunswick is a prototype for a pervasive gameplay experience with location-based Augmented Reality game situated in the Brunswick City. As the social relationships are shifting from the physical world to the virtual world, one of our aims is to bring people back to the physical world with the use of AR technology and physical play within pervasive gaming to facilitate social interaction between players and their connection to the Brunswick Design District. Another aim of this project was to develop and design playful activities that layer both the historical significance of place and the current context of the physical site.”

 

My role:

Conducted site visit. Interviewed the local people in Brunswick about their living experience. Researched about the local history in the Brunswick library. Contributed ideas in the meetings during the ideation phase. Programmed the Brunswick Time Machine app with the AR tracking function. Designed the user interface (UI) of the app. Animated the AI character in the app.

 

Game design, UI design, Programming, Animating (partly)

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Genre: Pervasive Game

Engine: Unity

Platform: itch.io, PC, Mac

Project length: One semester, 12 weeks + 1 week to tidy up

Team size: I worked on it myself

Link: https://iamcatbone.itch.io/the-maze-runner

Maze Runner

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Description:

“Maze Runner is a game that can entertain a single player, two players or four players. Please help the slime to find the chest in the maze! The moving direction of the slime is controlled by four buttons (E, X, I, M). It’s an independent project that both game design and visual design were completed on my own. The main topic that I investigated is “one player’s action affect the others’ decision” The pixel art style was adopted when I worked on the visual design of the game elements.”

 

My role:

Built a few prototypes and tested them with some playtesters. Picked the one with the highest potential and continued working on it. Programmed the movement of the character and moving objects with Playmaker (a visual programming language). Designed the level. Worked on all the sprites in the game. Wrapped all the assets together as a playable game. 

 

Game design, Level design, UI design, Game art, Programming, Animating
 

GAME JAMS

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The Wormhole

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​Description:

“The wormhole is a casual game created within 72 hours for the ScoreSpace Jam #11. It is a game where players are teleported by the wormhole in different stages of the game. Players need to achieve the highest score as they are travelling from stage to stage.”

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Genre: Casual Game

Engine: Unity

Platform: itch.io, mobile

Project length: 72 hours

Team size: 3

Link: https://iamcatbone.itch.io/the-wormhole

 

My role:

I brainstormed a few ideas after the start of the game jam and the team decided to work on one of them together. Then, I was responsible for creating all the graphical assets. The programmer, Benjamin Zarb, modified the game design a bit during the execution.

Slime Escape

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​Description:

“Slime escape is a puzzle game created within 48 hours for the DiscordJam#5 under the theme 'mutation', where a slime is tired of living in the dungeon. Players have to solve the puzzles and help the slime to find the way out!”

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Genre: Puzzle Game

Engine: Unity

Platform: itch.io, PC, Mac

Project length: 48 hours

Team size: 3

Link: https://iamcatbone.itch.io/slime-escape

 

My role:

I discussed with the programmer, Hardwin Bui, to determine the genre, the scope and game mechanics together. Also, we decided the vibe of the sound design when we collaborated with the sound designer, Trufata. Then, I was responsible for creating all the graphical assets and level design. Hardwin had made fine tunes on the level design during execution.

Fishing in the Dark

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​Description:

“Fishing in the Dark is a singleplayer fishing game where you are a cat that fishing beside the pond in the middle of the night. You can choose different bait to see what fish will be caught. Good luck!”

 

Genre: Casual, Fishing Game

Engine: Unity

Platform: itch.io, PC, Mac, Mobile

Project length: One week

Team size: I worked on it myself

Link: https://simmer.io/@MargaretWong/fishing-in-the-dark

 

My role:

This is a weekly response to the theme “play and stillness” in one of the courses I took at RMIT. After researching some other work in the field, I designed the game's mechanics, programmed it with C# & designed all the sprites.

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Catch'em All

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​Description:

“Catch’em all is a singleplayer mini-game in which players need to count the number of black cats in the 360º environment. It’s interesting that not all the players counted it correctly!”

 

Genre: Casual, 360º environment Game

Engine: Google Tour Creator

Platform: Web, Mobile

Project length: Two days

Team size: I worked on it myself

Link: https://poly.google.com/view/9dJvIPSeM_-

 

My role:

This is a work I responded to the theme “place” in one of the courses I took at RMIT. I was exploring how to make use of the element “place” solely as a game in that practice. I drew it in Adobe Photoshop. and uploaded it to Google Tour Creator

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CPScape

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​Description:

“CPScape all is a singleplayer room escape game in which players need to collect the hints from different objects in the room in order to find the password and escape from the room.”

 

Genre: Room escape Game

Engine: Unity

Platform: PC, Mac

Project length: Two weeks

Team size: I worked on it myself

 

My role:

This is a term-end folio work for one of the courses I took at RMIT. All the mini-games and the archival game were designed by me over the twelve weeks. It is programmed with the visual language Playmaker and all the graphical assets were drawn in Adobe Photoshop.

HongKong Land e-boardgame

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​Description:

“HongKong Land e-boardgame is a singleplayer electronic board game designed for the new employees of the HongKong Land Limited company (HKL in short) to know more about their company in a more interesting way. When the players walk through the game board, they may need to watch some videos and answer some questions about their company.”

 

Genre: E-boardgame

Engine: Unity

Platform: PC, Mac, Web, tablet

Project length: Five months 

Team size: A programmer and a designer (myself)

 

My role:

I was responsible for the character, game board and UI design as well as animation of the sprite in the e-boardgame. The graphical assets were then passed on to the programmer for the playable game.

SKILLS

GAME DESIGN

  • Unity/ C#

  • UE4/ Blueprints

GRAPHIC DESIGN

  • Adobe Photoshop

  • Adobe Illustrator

  • Krita

UI DESIGN

  • Adobe XD

  • Sketch

  • InVision

ANIMATING

  • Adobe After Effects

  • TV Paint

VIDEO EDITING

  • Adobe Premiere Pro

TYPESETTING

  • Adobe InDesign

DRAWING

  • Good hand-drawing  skills

PRODUCTION

  • Trello

  • Milanote

VERSION

CONTROL

  • GitHub

COMMUNICATION

  • Discord

  • Skype

  • Teams

  • Google Meet

  • Zoom

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