CHARLIE GREEN

Junior Game Designer

Passionate for the medium as a player and developer!

My name is Charlie Green, a junior Game Designer from the Australian Capital Territory that still is learning some of the ropes, but nonetheless have been professionally working and studying for 2 years.

I currently have a good variety of projects that I have done for a long time, and I’d love to share my passion for Design as both a passionate developer and player of many games alike!

Welcome to my Portfolio!

{ Most Notable Skills Displayed }

  • Collaboration and working with various different teams and mediums

  • Combat Design roles

  • Level Design roles

  • Prototyping and Conceptual Design

  • Audio Design roles

Professional Projects

The Colosseum primary level, which was blocked out and conceptualised by myself and setdressed by David Caruso.

CHEESEPUNK is a competitive and chaotic couch party game for 2 to 4 players. Each player takes the role of a Genius Mouse Engineer on the hunt for parts to create a BattleBot capable of removing any foes that stand between them and the cheesy rewards they desire.

  • Designed a massive scale battle level.

  • Various concept art designs and items, such as the Colosseum’s prototype, initial game logo and scrapped weapons.

  • Modified and gathered various sounds.

This creation was is a student project made by students at the Academy of Interactive Entertainment in Australia, which includes myself.

You can download CHEESEPUNK on itch.io here!

NOTES:

My role on CHEESEPUNK was for Level Design and Sound Design, which allowed me to block out and conceptualise the Colosseum level’s layout and visual identity, making a standard map that allows for glorious BattleBot battles for a wide variety of mice for an audience, including a King! The idea was to make this a very basic stage, but one that can be seen as a simple, yet visually striking arena that stole your attention as a “grand finale” area that is perfect at the end of a tense second round, or amplifies the tension of the first round. The Colosseum also has three variants, but I primarily designed the main one.

Sound Design allowed me to gather and modify various stock sounds that would fit under the guidelines and asset list, allowing for a more immersive experience with Cheesepunk’s fun, larger than life world full of life-size toy trains and block fortresses. I also helped with a few showcases, most notably in a Pizza & Pixels event and AIE Open Day, alongside many, many batches of playtesting with the Team and the public alike.

I have to give thanks to David Caruso for setdressing and making the level more pretty visually since it’s beginning, alongside Luna Botezatu for an amazing colosseum model to go off with. With various feedback and bugs to fix around, alongside just being completely different from beginning to end, the Colosseum has had a wild journey from start to finish, but a very entertaining one.

Lightspeed - Arcade & The Modern Age

LightSpeed is a competitive multiplayer third person game inspired by Tron Light Cycles, LightSpeed has unique vehicle classes, and realistic driving physics! The game also sports Online Multiplayer functionality, which requires Steam to use to full effect.

  • My first professional project!

  • Conceptualised the initial title screen and the narrative, alongside minor things.

  • Various, various, VARIOUS pieces of documentation.

This creation was is a student project made by students at the Academy of Interactive Entertainment in Australia, which includes myself.

You can download Lightspeed on itch.io here!

NOTES:

Lightspeed is the first project I’ve been apart of officially, and for how the accelerated course went I think I did my best, even if there wasn’t much that ended up salvaged at the end. For instance, there was only one functional battle map, but there was meant to be more, including one I designed primarily that sadly did not make the final cut, inspired by Figure 8 Circuits. In a way, this was the major project I’d say I was the least involved with, which is a massive shame because this concept was brimming with potential for fun new potential additions. Well, besides playtesting, of course, which was to test the Online functionality.

This is the first time I properly touched Unreal. Compared to Unity, I slightly prefer it once I learned some of it’s more notable tidbits.

I was happy to break out some of the potential abilities that the vehicles could gather, most definitely the Motorcycle’s blink and the Truck’s wall to combat the main car’s booster abilities, but for now this is a project I’d find myself rather doing better within.

Personal Projects

Ashley and Black Mage, two characters that were balanced after their completion by myself.

Super Smash Bros. Crusade - Ever-Evolving Platform Fighter

Super Smash Bros. Crusade is a free-to-play fangame that features a wealth of content spanning video games of all genres and video game culture alike. Duke it out with our take on some of your Smash favourites, or pick up one of Crusade's newcomers-- many of which we promise you won't find anywhere else!

  • Combat Design; Designed and implemented various features and attacks across the entire 70+ character cast.

  • Aided development with various recent additions visually or for prototyping, such as Dante, Vegeta and Tetromino.

  • More satisfying sound design, and some visual changes for various characters.

  • Voice acting! (Mach Kick!)

This creation is non-profit fangame that has various material from other companies. All rights reserved to their original owners.

You can download Super Smash Bros. Crusade on itch.io here!

NOTES:

I have a fruitful history with this fangame, where I first appeared in 2021 to aid the game in a way to “make it more accessible for both a casual and competitive audience”, with a limited knowledge I knew from modding the game prior. With time, I had conceptualised and sped up the entire cast, asking competitive players where improvement could be made while simultaneously making the game feel fresh and updated to the modern age of Smash Ultimate’s sounds and aesthetics with the art and coding teams in order to make the playable characters, from Super Mario to strangers like Rayman, a chance to feel fun and fluid!

Fast forward to the release of 9.4, where everyone has their own new utilities, lots of resprites on completion, and meeting various big-names of the development team and bonding with them, I have never felt more proud to be part of this team and give many characters that needed adjustment some well needed quality of life additions. With time, however, the vision of the team began to shift radically, and many of the original members became dissatisfied with the direction after 9.4’s release. Despite 9.5 being in beta right now, I am not working on it due to compliactions, but I salute the ongoing team and the direction they’ll take for the future generations of this game to come. The game has a rich history, so I’d hate it to be spoiled…

Thank you especially to former lead developers LewisCarroll and Mp3 Toaster. You were a big beacon to get me here today.

Poise: Fate Match - Tough Beginnings

Poise is a Super Smash Bros. for Wii U balance mod that aims to be frantic and fun for all kinds of people, competitive and casual alike. This mod aimed to be a patch to the existing characters and gameplay, allowing players to access new and interesting movesets thought from the mind of a boy inspired by other sources.

  • My first EVER project!

  • Started my roots with combat design and mechanic design, overhauling how the game is played.

  • Content additions, like stages and songs.

This creation is a non-profit mod for an existing Wii U game. All rights reserved for their original owners.

This is NOT up for download, but a showcase of what I had done before.

NOTES:

For those who don’t know, this is where my Game Design journey began, even if I didn’t know it. I came in the modding scene with beading bulging eyes and a desire to make something fun for everyone. However, the mindset of a 14 year old teenager in the midst of Ultimate’s announcement only got me so far, and it ended quite sourly. Still, it was a fun opportunity, and an experience I look back on fondly now that it’s just a remnant of lost history.