
Rhys Adams
Game Designer
Hi, I'm Rhys I am currently employed at Kite Shield Interactive as a Game Designer. My current endeavor is to create levels for Moon Corp Tower Defense.
I hold an Advanced Diploma of Professional Game Development majoring in Design from the Academy of Interactive Entertainment.
I have experience creating games for players through level, systems & mechanics design and I am always looking to learn more.
Some of my skills and proficiencies include:
Game Engine
Unity
Unreal
Version Control
Perforce
GitHub
TortoiseSVN
Project Management
HacknPlan
Trello
Communication
Skype
Teams
Discord
Current Project
Moon Corp.
Tower Defense
Level Design
“Moon Corp. Tower Defense is a Tower Defense Business Management Game in which you must defend Selene City from alien incursion whilst keeping your tech company afloat.”

Notable Works
Splatacle
Level Design & Quality Assurance
"Splatacle is a wacky 2D action platformer where the player can’t use any of their limbs. Instead, they’ve got to make use of their giant tentacle appendage to grapple and bounce around the map, dragging their useless body along as they go."
Created in Unity I worked on Splatacle for 15 weeks with a team of 7 other remote developers for both Windows PC and Android.
My main responsibilities were:
Designing early levels with a focus on introducing mechanics to players.
Organising observable testing sessions with players and creating bug fix workflows and templates integrated with project management for team members.

Sploosh!
Level & Mechanics Design
"Sploosh is a top down, puzzle adventure game where you use your bouncy ball skills to explore a beautiful underwater realm. Control the pixelated hero, Sploosh to complete puzzles and navigate the underwater temple to collect hidden keys.
Made in 48 hours for the 2021 Global Game Jam!"
Sploosh was a collaborative effort of 10 developers in Unity via GitHub developed for Windows PC.
My main responsibilities were:
Co-Designing all of the environmental, enemy & player mechanics and systems seen in the game as well as communicating and iterating on these with programmers.
Designing levels & puzzles and working with artists on art direction with one curated section focused on a persistent environment blending between two biomes.
