Adam Tilson – Creative Portfolio Jan 2025

This portfolio highlights some of my recent game development work. Most of these projects were developed as part of a team. With each project, I will outline my contributions to the project, which primarily falls along design activities. Some of these works are developed for my company, Delicious Polygons Studios Inc., a small Saskatchewan-based indie game developer. Where appropriate, I will include snippets of design artifacts not intended for inclusion in the final product, to showcase design thinking and game design principles and processes.

All projects made by Delicious Polygons include contributions from the following:

Nykola Reed – Programming. Johanna Amurao – Art. Emma Kramer-Rodger – Sound.

Delicious Polygons – Go Gutter

Go Gutter is a roguelike bowling game in which an unnamed protagonist appears in a mysterious bowling alley presided over by a decaying robotic mascot. Between rounds of bowling, the mascot offer “prizes” to the player, such as stickers and donuts, which have an effect of warping the reality of the lanes, modifying the physics of the ball and pins, adding obstacles and changing the score. Can the player complete the game and achieve freedom, or will they forever roam this liminal space?

I am the creative director of this game, principally responsible for game design, balance, and testing. I also contributed to writing flavor text for powerups and UI design elements. This game was primarily worked on in 2024, and is about mid-way through development.

Delicious Polygons – Flying Dagger

Flying Dagger (working title) is a highly-challenging 3d space shooter in which a solo starship confronts a massive, planet consuming leviathan. Presented as a single mission which must be completed in a single life without checkpoints, the game progresses through five phases – approaching the creature, on the surface, exploring the interior, defeating the final boss in the heart, and escaping. To round out the play experience, the game includes a diegetic UI in the hanger before launch, a tutorial to teach the player to fly and use the various weapons, a pilot-rescue collect-a-thon sub-mission, and leaderboards to rank players by completion phases and time.

I am the creative director of this game, principally responsible for game design, balance, and testing. I designed the game progression, level structure, difficulty curve, and overall game mechanics. This game was worked on in 2023-2024.

Delicious Polygons – Lonely Asteroid Delivery Service

Lonely Asteroid Delivery Service is the first game prototype developed by Delicious Polygons, however the project is currently paused. In this 2D game, a sole spacewoman must inhabit an asteroid, terraforming it into a liveable space while also piloting it back to her dystopian home planet for mining and extraction. On route, additional asteroids may be collected to grow the total living space, but each one brings new opportunities such as minerals, and new threats such as monsters. Exploring the asteroid caverns is perilous work, but will be required to find vital supplies needed to survive the journey home. The most unique feature of this game is use of circular gravity and wall-clinging boots, making all parts of the asteroid explorable, and new paths can be forged with destructible terrain.

I was the creative director of this game, responsible for game design, world building, lore building, story boarding, guiding the design of the various creatures, minerals and biomes. This game is currently on pause, and was mostly worked on in 2022 and 2023.

Game Jams – 2017-2024

I have participated in game jams from 2017 to 2024, and am now the primary organizer for our site. Because game jams are so short (48 hours), I can’t simply wear my designer hat, but often need to get my hands dirty and explore other aspects of the game design process. Some projects that I worked on and my responsibilities in them are as follows: