Andrew Riehm
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My Portfolio of games

This is just a few of the games that I have worked on. Some are released, some are prototypes, and a few will be published soon.


Gamigo US, Inc


Trove (Live Service)

An MMORPG based in a voxel world. Trove is an open-ended voxel adventure through countless realms filled with quests, chests, and enemies great and small. It’s a potent, cube-shaped brew of RPG features combined with the thrill of exploring procedurally-generated worlds – and the unlimited creative freedom to build your own!

Position: Game Designer
Roles: Combat Design, System Design, Event Design
  • Provided combat design for Trove.
  • Brought the Bard Class to Trove and lead its implementation
  • Worked with animation and VFX to implement classes abilities and gameplay.
  • Used Wwise to integrate sounds for the Bard.
  • Adjusted and rebuilt classes based on community feedback to provide fresh new combat experiences for old content.
  • Publicly streamed for the company about new content and class changes coming to Trove.
  • Implemented monthly events for players to quest through.

​Play Trove​

KingsIsle Entertainment, Inc 


Doomzday Goonz: Action Idle RPG (Soft Launched)

A hero collector RPG based in post-apocalyptic wasteland. Players Assemble your team of heroes and giant guardians to survive in this fast-paced action-packed RPG game! Test your team’s power and skills in the PvP Arena! Boost your team’s strength to conquer rivals and hoard all resources left in the Wasteland!
​
Position: Game Designer
Roles: Level Design, System Design, Hero Design
  • Worked in Excel spreadsheets to balance combat for PVP and PVE scenarios.
  • Built a procedurally generated systems to rapidly create game levels.
  • Designed heroes, game modes, and levels for a hardcore mobile RPG.
  • Worked with combat models to tweak difficulty and Hero abilities.
  • Implemented First Time User Experiences (FTUE).
  • Designed live events to promote user engagement.

Google play store
​

Animal Cove (2018)

Casual Match 3 with story and customization. Animal cove is an enchanting 3D story driven adventure with fun match 3 puzzles and custom decorations for you to choose. Solve mystery tales of the island as you play!

Position: Associate Game Designer
Role: Level Design, Gameplay Design
  • Rebuilt from the ground up KingsIsle's design content pipelines for Animal Cove.
  • Rapidly built and tested levels with varying difficulty.
  • Designed and built Match'3 game mechanics.
  • Worked with player metrics to tweak live service content

Google Play

Redemption Games


​Temple Run: Treasure Hunters (Soft Launched)

​A match 3 game based in the Temple Run IP. Play TEMPLE RUN as never before! Beat match 3 puzzles to uncover the mysteries of the ancient temple realm. Create powerful combos and use special pieces to become a Temple Champion!

Role: Level Designer
  • Rapidly designed and built content for a big IP in a live service
  • Worked in Unity to design game mechanics.
  • Used visual scripting to build levels that took into effect player progression and difficulty.
  • Wrote design docs for new game mechanics and modes.

Goggle Play

Gallery9Games


Reload360(Greenlight 3/9/2016)

A multiplayer First Person Shooter with a 360 degree camera. Players can see everywhere and walk on any surface to find and defeat their enemies. Explores Mercator projections cameras in unique and untested environments.

Position: Lead Designer
Role: Weapon Design, Level Design, Gameplay Design
  • Lead designer on Reload360 an online experimental FPS.
  • Designed the overall feel of movement, gun design and level design.
  • Wrote design docs, data sheets, and presentations.
  • Used Hansoft for scheduling and managing tasks.​​

University of Utah EAE archive

Prototypes


Wetness(Experimental game)


A Unreal navigational game.
Wetness is an experimental game I made in a weekend in Unreal. Wetness uses GPU sprites to make water that glows and interacts with surfaces. The players can use this to see where surfaces are and avoid obstacles in a pitch black environment.

Battle Ballads(Prototype)


Team Lead- Pitched the game to industry professionals, also led the team with the scrum process. 
​Designer- Designed hybrid combat/rhythm system
A rhythm based fighting game prototype. The player would hit enemy notes to then fire them back in what ever order they wanted. 

Dysassociation(Prototype)


Team Lead-Overall lead the team with scrum to make a serious game. Pitched the prototype to medical leaders for funding. 
Design Lead- Designed puzzles to recreate the feeling of Dyslexia for people with out it.
Our goal was to make a game in Unity and make it a serous game. I've for years wanted to make a game about Dyslexia. So we made a horror game that is about being someone with a learning disability. You explore a school that is like a maze and solve puzzles that make the player feel like they have Dyslexia. 

Sweat it off(Prototype)


Lead Producer- maintained a backlog and used scrum.
​Had to reuse a old game to make a new one so we made Sweat Shopper. A revamped version of tapper where kids in a sweat shop have to move quickly to score high and stay alive.

Last of the Vegans(Prototype)


Team Lead- maintained backlog and used scrum to run our team.
​Lead Designer- Designed the overall gameplay.
A game about being the last vegan. We made this game in the Mono engine. Its a survival score game where you have to use momentum of your green grocer bag to fight off meat.

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