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PROJECTS


Petals and Pawprints
This was a pair project for the end of my first year at university. One Page Pitch My chosen role was programming. I decided to focus on coding in this pair project because i enjoy problem solving and bringing things to life. I enjoy the logic behind interactions and making everything run smoothly for the player. Whilst, i appreciate the importance of art i felt my strengths were better suited to building the core functionality of the game. Portfolio

Joshua Hawkins
Nov 141 min read
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Halo 2 Game Reboot
Introduction This report examines the Enemy AI feature in Halo 2. It begins with an overview of the game, followed by an analysis of the feature, examples of its evolution in recent games, a review of relevant literature, and a proposal for its implementation in future releases. Halo 2 developed by Bungie and published by Microsoft Game Studios for the Xbox was released on November 9th, 2004. Within the first-person shooter (FPS) genre, Halo 2 quickly became an iconic game pr

Joshua Hawkins
Nov 1410 min read
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Game Development Portfolio Assignment
This was one of my first assignments at university. This showcases my use of programming to create three unique games and enviorments. I have attached some screenshots showcasing the projects and have provided a download link to view all notes, annotations, workings etc.

Joshua Hawkins
Nov 141 min read
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Pizza Rush
This was a university assignment where I had to present my original game idea. My idea was a thrilling adventure game in pizza delivery.

Joshua Hawkins
Nov 141 min read
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Kickstarter Portfolio
This was a university project where in groups we had to create a Kickstarter portfolio for a unique idea of our own.

Joshua Hawkins
Nov 141 min read
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Diablo III - A Hellish Journey I Never Wanted to End
There are some games that grip you immediately, not just because of how they play, but because of how they feel. Diablo III was one of those games for me. From the very first moment I stepped into Tristram, I knew I was about to lose hours of my life in the best possible way. What made it so addictive? Part of it was the rhythm, a near-perfect gameplay loop of slaying demons, collecting loot, and growing ever more powerful. But even more than that, it was the tone. Grim, inte

Joshua Hawkins
Nov 143 min read
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Bloodborne: A Masterclass in Atmosphere, Combat, and World Building
From the moment I stepped into Yharnam’s fog drenched streets, I knew Bloodborne was unlike anything I’d ever played. The chilling silence, the grotesque beauty of the Gothic architecture, the slow burn of dread and curiosity, every moment pulled me deeper into a world both terrifying and captivating. As a game design student with a passion for narrative and emotional resonance, Bloodborne wasn’t just a challenge; it was an experience that stayed with me. I didn’t stop until

Joshua Hawkins
Nov 144 min read
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Why Dark Souls III is My Favourite FromSoftware Game
FromSoftware has built a reputation for crafting brutal, enigmatic worlds that test your reflexes, and patience. Among all their titles, Dark Souls III holds a special place in my heart. It’s not just a game I played; it’s an experience that left a permanent mark on me as both a gamer and an aspiring game designer. Every boss fight, every cryptic NPC interaction, every desolate landscape whispered stories that stuck with me long after the credits rolled. The Combat: A Perfect

Joshua Hawkins
Nov 143 min read
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Why Sekiro: Shadows Die Twice Has the Most Satisfying Combat I’ve Ever Experienced
When I first picked up Sekiro: Shadows Die Twice, I wasn’t fully prepared for the journey it would take me on. Coming from the legacy of Dark Souls and Bloodborne, I expected a tough game. What I didn’t expect was just how deeply satisfying and rewarding the combat system would become. After dozens of hours, countless deaths, and a platinum trophy, I can confidently say that Sekiro offers one of the most exhilarating and finely crafted combat experiences in any game I’ve ever

Joshua Hawkins
Nov 143 min read
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86: A War Story That Refuses to Look Away
There are anime that entertain, anime that inspire, and then there are anime that leave you silent when the credits roll. Not because you lack words, but because your heart needs time to catch up. 86 belongs to that final category. It is a series that doesn’t just depict war, but dissects it, challenges it, and humanises the voices buried beneath its machinery. In doing so, it becomes something rare: a war anime with soul. The Premise: A Nation Built on a Lie Set in the Repub

Joshua Hawkins
Nov 143 min read
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Echoheart Combat System
Title: Echoheart System: Emotion-Driven Combat Loop Type: Complete Game System Design Designer: Josh Hawkins Date: June 2025 Project Pitch: Echoheart Combat System The Echoheart Combat System is a fully designed action-combat loop where the player's emotional state directly influences gameplay. Built to merge storytelling with mechanics, this system allows for fluid transitions between emotional modes like Anger, Fear, Sorrow, and Hope, each dynamically altering stats, abilit

Joshua Hawkins
Nov 143 min read
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Chains of the Forgotten - Game Design Document
Game Design Document Title: Chains of the Forgotten Type: Standalone Boss Fight Concept Designer: Josh Hawkins 1. High Concept Chains of the Forgotten is a climactic boss encounter built to showcase narrative-driven mechanics and visual storytelling in a short-form concept. The player faces a chained, spectral demon with bat-like wings and a cursed skull helm, a creature both terrifying and tragic. The battle is designed to reflect themes of imprisonment, fury, and acceptance

Joshua Hawkins
Nov 143 min read
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What FromSoftware Boss Fights Taught Me About Game Design and Grit
What FromSoftware Boss Fights Taught Me About Game Design and Grit From the moment I faced my first FromSoftware boss, I knew this wasn’t just a game. It was a challenge, a philosophy and oddly enough a kind of teacher. Whether it was the punishing grace of Lady Maria, the relentless pressure of Genichiro Ashina, or the quiet terror of Maliketh, these fights were more than mechanics and health bars. They were emotional milestones that shaped how I approach not just game desig

Joshua Hawkins
Nov 142 min read
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Analysis of Gris
Dive into the stunning world of Gris, a visually breathtaking platformer that blends emotional storytelling with minimalist design. In this quick analysis, we explore the game's striking art style, its seamless integration of music and visuals, and the symbolic journey of grief and self-discovery. Discover how Gris uses its mechanics and environments to narrate a poignant tale without a single word. Perfect for fans of artistic and emotionally resonant games! Game Overview: D

Joshua Hawkins
Nov 141 min read
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Introduction to Game Studies Video Essay
This is a video essay I created for an assignment focusing on Dark Souls 1 and how it ties into Jesse Schell's elemental tetrad theory. It focuses on how the elemental tetrad is applied to the gameplay and then focuses on one specific element of the tetrad that I feel is most important.

Joshua Hawkins
Nov 141 min read
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Echo Realm: Finding Light in Reflection
Type: Â Narrative Game Concept Document Theme: Â Emotional resonance, identity, and rediscovery Concept Overview Echo Realm is a third-person narrative adventure where players explore the inner world of a recluse who has retreated so deeply into isolation that his memories have reshaped into a surreal landscape, a realm built from echoes of his emotions. Every location represents a state of mind: Anger, Fear, Sorrow, and Hope. As players progress, they learn that these echoes a

Joshua Hawkins
Nov 142 min read
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Letters Left in the Vending Machine
Type:  In-World Artifact Collection Theme:  Loneliness, connection, and unnoticed lives Concept Overview On the corner of a dimly lit street, there’s an old vending machine that hums softly through the night. Locals say that if you leave a letter in the change slot, someone will read it, maybe even reply. No one knows who started it, or if anyone ever really answers. Still, people keep leaving notes. Some are desperate. Some are kind. All of them are real. These fragments off

Joshua Hawkins
Nov 142 min read
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The Boy Who Spoke to Silence
Character Bio & Emotional Arc Theme: Â Isolation, self-doubt, and fragile hope Character Overview Name: Â Ren Satou Age: Â 19 Occupation: Former game design student, currently withdrawn from university Setting: Â A small apartment on the edge of a quiet city, where the hum of vending machines replaces conversation. Profile Ren is a boy who spends most of his time inside a one room apartment that feels both like a prison and a cocoon. The walls are thin; he can hear the neighbou

Joshua Hawkins
Nov 142 min read
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Isolation and Intimacy Among the Pines: Environmental Storytelling and Emotional Narrative in Firewatch
By Joshua Hawkins Introduction This essay offers a critical deconstruction of Firewatch (Campo Santo, 2016) A first-person narrative adventure game published in partnership with Panic and released in 2016. Firewatch explores themes of isolation, human connection, and the fragility of perception through limited player interaction, environmental storytelling, and minimalist design. Players are immersed in indexical cues, choice, emotion, and observation without the use of tradi

Joshua Hawkins
Nov 139 min read
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