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GAME DESIGNER
MARCUS NOBS
Currently studying at University for the Creative Arts to be a Game Designer, aspiring in gameplay and level design.

PORTFOLIO
I care about everything surrounding game design, and I particularly seek out these roles specifically!
Click on each one to find out more!




INSPIRATION
Throughout my life I've been surrounded by the quickly evolving technologies of the video game genre. I've always been fascinated in how this one medium can provide such variety of entertainment, various levels of challenges and the seamless transitions of multiplay.
But moreso than providing simple entertainment, the video game genre brings together media in ways no other genre can; cinematics, voice acting, storytelling, immersion. The limitless potential of this genre only improves with time, and I only want to see it grow and expand to all kinds of audiences worldwide.
Tons of creators from all over have come to define their artform through video games, and I believe it deserves to be appreciated moving into the future. As medias go, pieces of content are definitely bound to be carelessly crafted, and I don't want such easy revenue to be celebrated in this way. Games are an artform, and these are some of the examples of gameplay elements I've experienced growing up which have inspired my creativity:

Creators had a clear vision for the atmosphere and emotion that came across in UX through music, story and animation.

Well thought out physics makes for a uniquely immersive experience. Additional mechanics provide overall balance.

Unique difficulty choice within gameplay, allow for a tailored experience.

Significant freedom after learning basic mechanics, complimented by a multi-ordered story progression.
GAME DEVELOPMENT
Video Game
To investigate the use of gameplay mechanics used in Digital and Analogue games, I conceptualised a game based on Ladybugs and Aphids and developed both a tabletop version and a digital version to evaluate both experiences.
The digital game is available to download on itch.io.





Board Game
Simply, the Ladybug must capture every Aphid on the field whilst avoiding obstacles along the way, as time passes the Ladybug gets weaker and will die if it doesn't reach all the Aphids in time.






For my final major project having been taught a surface level foundation of Unreal Engine 5, I designed a game with mostly basic mechanics with the exception of pushing myself to implementing a wallkick.
My current focus on this project was testing the waters of gameplay design, including how the environment affects the players choice of movement. The idea of the game is that it is a vertical gauntlet; avoiding obstacles and evading the rising lava, as the player scrambles to the surface as quickly as possible. Future implementation of mechanics are definitely considered, as I found my level design to stretch the capabilities of wallkicking distances, and seeing how additional mechanics would combine with it is a lot to ponder!
3D Work
Early Maya Development



















2D WORK
Spritely the Mascot
As a part of the annual Digital and Games festival Bit Crush, in 2021 I was a part of a competition to design and promote a mascot character to appropriately represent the event.
My character Spritely was designed to have a unique silhouette, built using simple shapes and a flexible colour palette for screen and print. My goal was to create a personified embodiment of video game playing; enthusiastic and energetic with an expressive personality!
The core design combines the likeness of video game controllers and accessories into an anthropormophised entity. As a part of the assignment I had to consider how I would promote the character in a physical form, so I adapted the look and feel of simple plastic merchandise, particularly inspired by the plastic toys offered in McDonald's Happy Meal boxes.
Spritely won the competition and became the very first mascot for the festival!





Concept Art: Christmas Card
In 2022, I had conceptualised a design for Strode Park Foundation's charity Christmas Cards. It was to incorporate the values of the foundation; care, inspire, togetherness.
Prior to this project, I had recently taken a photo of a rainbow overlooking a church, and I felt inspired to base the design of the card on this image. It would be more abstract than the image, considering excessive design would be lost on a 14 x 14cm card.










Collaborative work
Revolving Dungeon - Board Game Concept
Board Background:

Prerequisite Board Layout Cards:
(Associates Work)
Revolving Room Wheel reference:

Relevant Power-ups and items:







The Early Train - Level Design
Level 4 Train Carriage Level Blockout:
I contributed to the level design for a group project within my game design course. The synopsis of the game being that every carriage holds an inter-dimensional and or fantastical interior. The carriage I worked on with my designated associate is split into four segments, and the carriage itself would be presented physically be split up by a monstrous dragon. the world inside the carriage connects to a vast vacuum of space and debris can be constantly seen floating in the background. Using a grappling hook the player is required to piece the carriage together enough whilst evading the dragon's watchful gaze to pass through into the exit door.


Segment 1: Music Room

Starting in the Music room, the only segment of the train carriage that’s still intact, the player must retrieve the piece of the kitchen by pulling it into place (1), they then are able to travel into this segment of the carriage.
Throughout this segment the dragon can be seen flying through the windows and open space at a safe distance not currently being an active threat. (2)
(1.)

(2.)


Segment 2: Kitchen and Dining Area
(3) As they make their way towards the edge to retrieve the piece of the Wine Bar, the dragon suddenly appears from the front, prompting the player to crouch and hide behind the counter top, lest they get turned to stone. When the Dragon passes, the player can safely retrieve the Bar into place.
(4) Upon entering the middle of the kitchen in order to traverse to the Bar, partial foundations of the left wall and floor, crumble away into space. Diverting the player around the counters. As the player approaches the left wall, the dragon reemerges, the player must crouch and walk through the pathway on the far left, where the leftmost counter top obscures the dragon’s vision, allowing them to pass through.


(3.)
(4.)




Segment 3: Wine Bar and Storage


(5.)






(6.)
(5) When entering the wine bar, the player must travel to the right of the counter, using crates to avoid the dragon's FOV as it searches back and forth.
(6) As the player is traversing the bar, the dragon relocates to observe from the front, the player can only travel through the other side of the bar counter top before pulling the library in and progressing into the next part of the level.
Segment 4: Library and Exit
(7) Using the Dragon’s surveillance pathing at the front to their advantage, the player would traverse around the bookshelves and then the tables until they are able to reach the exit door.







(7.)



Finalised Music Room Prototype:


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