This page contains a mix of mockups, screenshots, and gifs, generally with short notes explaining what is going on and where to get more information. Each of these projects was either completely done by Mark@DigitalDragonSlayers.com or he was the lead and main contributor for the project.
โป๏ธGestalt: Scavenger
{July 2021 - present}
Gestalt: Scavenger is my first attempt at a large scale game with many of my favorite game mechanics.
Game Design
CC&C {camera, character, and control}
- Top Down camera
- WASD movement
- aim and fire weapons with the mouse
- hotkeys to select tools, weapons, blocks, and use abilities
Level Design
- multi-level, pseudo generated space ship wrecks as dungeons
- grind down blocks to collect components from them
- build new blocks with those components
- use blocks to solve puzzles, to fix broken ships, and to upgrade your own space ship
- Build up a fleet of salvaged ships to get ready for the next experience
- mine ores from asteroids
- refine ores into ingots
- use ingots to build more components, to build more blocks
Story
{TBD}
Persistence
All of this happens in a persistent universe, hosted in the cloud, so if you leave a refinery block refining raw ores you collected from an asteroid and you are gone for 10 hours, your refinery worked on those ores for 10 hours while you were gone (assuming your ship had enough power).
โ
๐พ Untitled Guns and Drones Game

Sci-Fi Top Down Prototype




Luna Nova: Battle Simulator
I was working on this game back in the Unity 4.x days in my free time but was not able to complete my game design before the framework was deprecated and removed from the asset store. Through an early build, I am able to recover some of the look and feel of the "Asteroids" like game components, but the larger Moba work is lost in the sands of time.
To see more on the art, story, and music I also arranged for the game, check out the
RPG: Master Architect
Aura 2: Asset MVG



SEMT: Space Engineers Market Tracker
A data parser backend written in python and a web viewer frontend for the trade marked data in a persistent Space Engineers server.
After parsing the persistent universe data store, this tool presents players the ability to search through and visualize multiple aspects of the in game economy.
Below is the Figma mockup I designed for the first interface:
Here is the normalized SQL relationship model for all the data pulled from the Space Engineer's persistent universe and stored in the SQL database:
SEWA: Space Engineers Web API (and Interface)
My oldest sketches for the SEWA and dashboard interfaces. All of these mockups are very text heavy, so hover over each and click on "Original" to see the max resolution to read what each element was meant to do for the game.
The full mockup UI design for SEWA for the control panel, inventory, and notification managers: