CALVIN LEVEILLE

GAMEPLAY & SYSTEMS DESIGNER

Hi, I'm Calvin! 

I'm a Toronto-based game designer with a broad range of creative skills and a passion for systems and storytelling. I have a particular love for tackling the tough design challenges posed by novel game concepts. I believe in the power of good documentation, open conversations, and goal-informed iteration to build great games.

Outside of game development, I have experience working on both comics and escape rooms. When not playing games, I spend my time reading (and writing) weird fiction as well as studying the natural world. I enjoy having the opportunity to bring the lessons I've learned from those pursuits to any project I work on.

LinkedIn

PROFESSIONAL WORK

TANKHEAD ALPHA CHANNEL 2020-2024

Sci-fi vehicle combat rogue-lite developed with a small indie team at Alpha Channel Games
  • Designed major game systems and mechanics for TankHead, including high-level game loops, 3Cs, progression, combat, & narrative
  • Collaborated with experienced team of designers, programmers, artists, and producers to build and iterate on features, pushing for the highest quality on all gameplay elements and ensuring their support of core game pillars
  • Produced over 140 design briefs, including designs for 90+ game systems & mechanics and 50+ UI screens & elements
  • Worked with blueprints & structured data formats in Unreal Engine 5 to implement and tune gameplay
Examples of my in-development design work on TankHead are linked below. These documents were used in production to pitch game features, detail specs to developers, and communicate high level design to the team. 

WATCH TRAILER STORE PAGE

SPELLTRACERS HOLLAND BLOORVIEW 2019

mobile game developed for Holland Bloorview Kid’s Rehabilitation Hospital that incorporates fine motor therapy into turn-based strategy gameplay.

  • Designed and prototyped competitive & co-operative 2-player touch screen gameplay integrating fine motor therapy activities
  • Ensured user experience met all accessibility requirements for target audience
  • Balanced combat systems directly in Unity editor to facilitate varied player strategies


OTHER PROJECTS

WYRMWOOD 2019-2020

A top-down hack-n-slash with a unique and challenging deck-building combat system that received 2nd Place in the ESAC Student Game Competition
  • Developed and interated on gameplay systems and mechanics 
  • Collaboratively designed unique and challenging enemy AI
  • Created and maintained all game design documentation

PLAY GAME

PEDESTRIAN PANIC 2019

An arcade-style mobile endless runner that received 2nd Place in the 2019 FWIG Ubisoft design challenge
  • Created pitch presentation for the game design concept including goals and production schedule
  • Adapted to industry mentor feedback to improve game feel and mechanics
  • Built and iterated on gameplay prototype to successfully demonstrate achievement of design goals

MERIDIEM 2019

A first-person puzzle game where the player must overcome challenges by switching time between day and night
  • Collaborated with team to design series of puzzles build around unique core game mechanic
  • Iteratively prototyped all game mechanics and puzzles
  • Responsible for all game programming & implementation

PLAY GAME

NEWTON 2019

A 2D physics-based puzzle platformer built around a gravity flipping mechanic

PLAY GAME