JP Hofseth
Game Designer
Digital Games
Our team Loose Cannons decided to make a 3rd/First-Person stealth shooter with various mechanics. As team lead on this project I contributed to level design, system design, troubleshooting, and leading team meetings. I was directly responsible for the ranged combat system implemented, the health system, the design of the final level, the behavior trees, tasks, and perception systems for the enemy and civilian NPCs, the player upgrade system including collectibles, the sneak detection system, and some of the HUD UIs.
This is a level design that focuses on one specific mechanic, a dimensional shift device. I explored having the player shift between 3 levels that were built on top of each other and the player had to go between the different dimensions in order to progress through the level. I created all my own assets for this level, with the only thing being provided was the player mesh.
In this project, I created an underwater facility that the player has to escape from while avoiding the sea monsters that have broken into the facility. I created my own Niagra particles, custom-designed the level, created the behavior trees for the enemy AI, and all mechanics and UI on display. I started with conceptual drawings and mood boards. Then progressed to storyboarding the mechanics, and a bubble diagram of the level. This led to drawing out the level and planned routes, and then to blockmesing the level.
This was a level that I created as part of a group project. I started with basic mood boards and created the block mesh for this level. Through playtesting and feedback, I then refined the level's playability. The next step was to add finalized assets to the level to give it a polished look. I made several of my own assets in order to get the feel I wanted and utilized several free assets on UE's marketplace. The final design is one that helps showcase my talent and dedication to level design.
In this solo project, I turned an overhead tile game into a 3rd person adventure game. I built my own particles and used puzzles as the main driving force of the levels. I focused on both level and system design, creating my own mechanics and level layouts for this game. I created my own particles and assets for this game, as well as created all the mechanics, puzzles, and coding involved.
Table Top Games
Been developing my own tabletop RPG system and writing my own RPG core book. The system is based on using a d12 as the main die and supplemented with d6s to make skill checks, ability checks, and combat checks. I have created character sheets for this game, classes, and a unique system that focuses on allowing the players to create a world of their choosing.
This is a competitive 2-4-player tabletop card game with the players trying to match gears in order to be the first to make it to the master gear in the middle. I brought this card game from conception all the way to the final product. Complete with a rulebook, this game has received a good reception at local game stores during the playtesting phase.
Solar Race is a quick 2-4-player tabletop board game that I've been developing. The game is designed to pit players against each other in a race to the finish. My design started with a more basic map but evolved into a diverse map that allows each player to try and diverse the best strategy to win. The game utilizes a basic d6 system with a fuel mechanic to challenge players as to which direction to go, whether or not to engage the other players in combat, or be the first to race to the end.
Video Library
All Videos
All Videos
Prototype Level: Climate Zones
Capstone - Team Loose Cannons Sprint 2 Personal Review
Capstone - Team Loose Cannons Sprint 1 Personal Review
Capstone - Milestone 1 Sprint 3 Prototype Level Drone Factory
Video Library
"Creativity is seeing what others see and thinking what no one else ever thought."