Maxwell Forbes
Game Designer and Visual Artist
GAME DESIGN
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What started as a student project, Wizard Prison is my idea for a retro-styled shmup game. The game takes place in the titular Wizard Prison, a dimension created to hold dangerous wizards and magical creatures. A place so filled with chaos and magic that anything could happen. Download the demo from the Home page.
One major component of the design is the spell system. Ultimately I wanted the game world to have a Metroidvania feel, in that as you unlock new spells you can use them to gain access to new parts of the game world. This screen depicts the invisibility spell, which allows the player to sneak past enemies. In this case, an invulnerable golem that the player would be unable to fight their way past. Download the demo from the Home page.
This is a section from one of the "challenge rooms," in which players face difficult circumstances with no way of turning back; the way is locked. Only by getting to the end will the player be able to leave, but not unrewarded. Download the demo from the Home page.
This game, Caravan, took it's initial inspiration from Empire Builder, and other rail-building games like that. These sorts of game are more niche however, and I wanted a game with more mass appeal. To this end I greatly expanded and altered the concept, while retaining the basic premise of picking up resources and delivering them to given locations. The rules can be found in the Gallery, should you want to read those. Download the rules on the Home page.
My game takes place in a post-apocalyptic setting. Rather than a train delivering cargo, you take command of a caravan delivering essential resources for human survival. Player's race to meet delivery objectives and earn cash, while having to defend themselves from the ruthless creatures and killers that roam the apocalyptic landscape. Download the rules on the Home page.
In rail-building games, a lot of the strategy comes from how you build your rail. In my game, Caravan, the strategy comes from how you build your Caravan. As you earn cash you can spend it on different parts to extend your caravan. Some of their effects include more storage space, stronger attacks, bonus movement, or even the ability to produce resources. Download the rules on the Home page.
I also wanted a game that increased social interaction. Players draw a hand from the Event deck of cards and may play these to hinder or help the "current player". As the game goes on this results in players developing grudges and alliances. Download the rules on the Home page.
A top down from a multiplayer map for Call of Duty 4 I made. The game uses the Radiant engine and working in it taught me a lot about the technical side of level design. The Basic layout of the map consists of three primary paths, which are made up of smaller interweaving pathways. The center path however, is a straight, rather exposed main street. Download this level from the Home page.
A large focus was put on the flow of the level and providing options for players to strategically approach a given situation. The level contains a pretty good amount of verticality; players must be aware of their surroundings if they want to survive. That said, I wanted options clearly presented. I strived for a simplicity in the way each area was presented to the player, while yet retaining a dynamic feel in the way each area interacts with the next. Download this level from the Home page.
These are a few of the custom Hero cards I made for the boardgame Last Night on Earth using a template. My family enjoys this game because unlike many of the other games we play, this one is relatively simple and accessible; something we can put out and just start playing. For Christmas one year I made a hero card for each member of the Forbes family. Not only was it a fun and personal gift, but I enjoyed getting creative with the game mechanics, tailoring them to each person.