Elric Milton
Game Designer specialising in Experience Design, Levels and Innovation.
I am passionate about emergent gameplay, iterative design processes, and making moment to moment gameplay feel incredible in ground-breaking experiences.
Crab God
Armed with the powers of a god, will you restore life to a devastated ocean world?
Defend your underwater home, tend to your mighty coral reef, and lead your children to become the next generation of ocean guardians.
Crab God is a 2.5D side scrolling ecosystem builder, with roguelike elements, baby Crablings, upgrades, and achievements that have a real-world impact like the preservation of marine parklands, or adopting a turtle!
Roles
- Gameplay Designer
- Systems Designer
- Level Designer
Key Achievements
- Designed core gameplay loop and moment-to-moment experience
- Designed over 20 interactive organisms.
- Crafted 6 levels spanning multiple environments
- Showcased at SXSW 2023 and other public gaming events
COMING SOON!
Galactic Islands
A competitive PvP mobile game focused on exciting real-time battles, where you bring your base to the battle, compete to be the best space pirate, and write your name into the history books through an interactive narrative that allows you to shape the galaxy!
Galactic Islands is a large-scale project with the ambitious goal of becoming a #1 hit strategy game on mobile. We worked to create a game that feels familiar to strategy game players, but offers enough innovation and variety to stand out in the current market.
Roles
- Gameplay Designer
- Hero Designer
- Unit Designer
- Economy Designer
Key Achievements
- Designed compelling social features
- Designed 6 unique hero units
- Designed 13 unique units
Ditto’s Keep Safe Adventure
Ditto’s game translates expert child protection research into enjoyable scenarios, teaching kids (3+) vital safety strategies through non-confrontational play, anchored in Ditto’s 3 Keep Safe Rules:
1. We all have the right to feel safe with people
2. It’s okay to say no if you feel unsafe or unsure
3. Nothing is so yucky that you can’t tell someone about it
Ditto’s Keep Safe Adventure is a project made for Queensland based not-for-profit Bravehearts. The team worked closely with subject matter experts to craft playful and engaging content that teaches kids how to stay safe.
Roles
- Gameplay Designer
- Systems Designer
- Minigame Designer
Key Achievements
- Designed core gameplay loop and experience
- Designed 3 interactive minigames.
- Implemented and edited narrative content
Demon King
A third-person online multiplayer shooter where you become a powerful demon and seek to become the King of hell.
Demon King is a product of passion and dedication. We set out to build unique gameplay around power struggles, emergent alliances and betrayals between players in a multiplayer setting. The mechanics and dynamics design was inspired by iconic browser games such as agar.io and diep.io, and we pursued innovation on the fast-paced shifting of power found at the core of these games.
Roles
- Level Designer
- Systems Designer
- UX Designer
- Producer
Key Achievements
- Created large scale battle arena levels that encourage flow and PvP encounters.
- Innovated on proven 2D systems and brought them to life in a 3D environment.
- Crafted immersive, thematically driven gameplay experiences.
- Established Dead Bear Games as a formal partnership.
- Designed and executed Demon King’s Steam listing, website, and social media campaigns.
Lich Legend
An Action Tower Defence mobile game.
This is a published game that I created in a team of four developers. We set out to experience the complete production pipeline from concept to commercial release. This game launched on Google Play Store on the 14th of June and on the App Store on the 21st of July.
Roles
- Lead Producer
- UX & UI Designer
- Lead Designer
- VFX Artist
- Wearer of Many Hats
Key Achievements
- Maintained project management systems schedules, meetings & milestones.
- Created unique gameplay dynamics & new fusion genre: Action Tower Defence.
- Designed 19 levels & 6 AI enemies with multiple states.
- Designed & Implemented F2P model In-App-Purchases.
COMING SOON!
PositiviTea
A stealth game about bringing colour and tea to a sad, grey world.
This project was the result of my first year major production unit at AIE. Myself along with five other students produced this game in six weeks. During production we emulated the production process of a studio using project management systems and an agile workflow.
Roles
- Lead Designer
- Lead Producer
- UI Designer
- VFX Artist
Key Achievements
- Designed core gameplay mechanics & dynamics.
- Created & maintained living documentation & project management systems.
- Designed & coded UI & scene management systems.
- Designed & prototyped custom shaders.
The Pursuit Of Slappiness
A VR game about slapping the crap out of everything.
This VR production was a 4 week project designed to emulate the experience of a studio working with contract artists. Our design goal was to allow the player to slap literally everything with great satisfaction, and without consequences.
Roles
- Game Designer
- VFX Artist
Key Achievements
- Maintained living documentation & project management systems.
- Designed core gameplay mechanics & dynamics.
- Created all VFX and visual feedback
Porter Rabbit
An interactive children’s tale about independence and making friends.
The first game I ever created! This was a narrative design exercise created in three weeks. I was inspired to form a story with a better moral argument than the original: “If you seek a better life you’ll fail and be punished for it”.
Roles
- Sole Creator
Key Achievements
- Designed a detailed level using design techniques such as leading lines and affordance.
- Designed & coded all systems and mechanics
- Designed & executed a vertical slice narrative experience aimed at a narrow audience.
- Contracted & liaised with third party professional voice actors.
Game Jams & Other Works
Who Am I?
Hi, I’m Elric. I want to entertain people, and my stand-up routine sucks so I’m making games instead.
I’ve spent the last few years carefully studying how games engage people and the specific parts of those games that truly immerse players.
In the last two years of game design and development, I’ve grown technically and as a person, more than I have in my entire education history because for the first time, I care deeply about the subject.
Hobbies
- Playing Squash weekly. It’s the sport of the gods, prove me wrong!
- Multiplayer games: Sea of Thieves, 7 Days to Die, Age of Mythology, Moving Out
What I do with my spare time
- Find ways to make more spare time.
- Resetting by getting lost in the wilderness.
Get In Touch
Tell me about your game dev dreams and let me help you bring them to life, and If you’re working on multiplayer games, I’m particularly interested!
If you’re reading this and thinking to yourself “hey this person has something we could use in our team”
there’s a good chance I’d like to be a part of it.
elricmilton.gamedesign@gmail.com