

Elliot H. Wurst - Portfolio
ABOUT

My name is Elliot Wurst and I am an software engineer and game designer with a knack for solving any task with engaging and efficient solutions.
​I strive to create new worlds, powerful stories, and immersive experiences through games to help shape the thoughts and minds of the world.
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I am currently seeking game engineering, game producer, and game designer positions in the AAA and indie game industries.
GAMES
Strange New Tides is a quirky social sim game in which you’ll explore multiple areas of a town, collect geodes, gamble at a slot machine and play a fishing mini-game to earn sea glass to pay off your debt and upgrade your humble sandlot home into a true sandcastle.
Contributions
Lead Engineer
- Crafted a software architecture document for visualizing the development of game systems in Unity.
- Created and managed tasks through Miro using priority levels, time estimation, and clear deadlines.
- Met with fellow leads to discuss progress and communicate deliverables to stay on schedule.
- Developed system endpoints in C# to ensure seamless integration between game systems across the project
- Built for PC on Steam.
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Join Ravi and their two companion spirits in their quest across the Echoing Isles found high in the sky. Experience an emotional journey governed by calamity in an attempt to recover your lost memories.
But remember... you must pay the price of your choices in full.
Contributions
Programmer
- Worked as a system engineer and audio engineer for a AA-sized team.
- Implemented the turn-based, rock-paper-scissors style combat using state machines.
- Interfaced Sonity Audio Middleware with a custom audio manager for ease of use.
- Integrated audio effects, visual effects, and animations to make the combat intuitive, efficient, and immersive.
- Built for WebGL and PC.
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In this wacky physics-based puzzler, live your rat puppeteer fantasy as you pilot zombies, gather up your rat friends, and escape captivity!
Contributions
Programmer
- Worked as a game engineer, UI engineer, and audio engineer for a 5-person indie team.
- Developed the dialogue system and overall UI for all scenes using Unity C# in Visual Studio.
- Built for both WebGL and PC.
- Created a robust audio manager for streamlined audio integration and a scene manager for organizing the flow of the game scenes.
- Integrated and modified an active ragdoll system for engaging player movement and interaction using a pre-existing code base.
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Producer
- Managed a team of four other developers as a producer using agile methodologies and Scrummage.
- Organized and directed efficient task prioritization and time management using Trello.
- Maintained an effective asset pipeline between team members to stay on schedule.
- Perpetuated a clear game vision by meeting with each team member to see what they required to succeed.
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Drakon Raiders is a fast-paced, real-time strategy game set in a board-style arena. Spawn unique units to attack your enemy and defend your castle from a near endless waves of enemies.
Contributions
Programmer
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Implemented a unit AI targeting system for target priority.
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Developed a game UI that informs the player about unit cooldowns and health.
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Built a simple enemy AI with random unit spawning styles for engaging gameplay.
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Built in Unity C# and Visual Studio for WebGL.
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Game Designer
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Designed and implemented 4 unique units with varying stats and optimal usages.
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Level Designer
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Crafted visual effects, UI elements, and 4 different scenes using Synty Studios assets.
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Rose to Revolution is a turn-based tactics game set in a techno-dystopian setting. Maneuver your units across grid-based maps to take down the enemy forces in a one-on-one, card-based battle system and to complete specific objectives.
Contributions
Programmer
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Implemented a fast and efficient turn-based system for battles.
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Developed a tile-based movement system with <1 second response time.
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Created an immersive and informative UI system for selecting cards.
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Built in Unity C# for PC and MacOS.
Game Designer
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Ideated core gameplay concepts using Miro boards.
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Designed a robust enemy AI for determining unit prioritization based on certain conditions.
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Ensured streamlined integration by covering edge cases.


In this sci-fi 2D platformer, leap across meteors, master the gravity of otherworldly objects, and use your homemade Tractor Boots to traverse the perils of space and reach your father's space station before it is too late.
Contributions
Programmer
- Developed the dialogue system and overall UI for all scenes.
- Created a robust audio manager for streamlined audio integration and a scene manager for organizing the flow of the game scenes.
- Built in Unity C# and Visual Studio for WebGL.
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Producer
- Managed a team of four other developers using agile methodologies.
- Organized and directed efficient prioritization of tasks using Trello.
- Maintained an effective asset pipeline between team members to stay on schedule.
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Necro Swarm is a resource/unit management, Swarm-like, real-time strategy game where rather than fighting off swarms of enemies, YOU control the swarm. Your goal is to rule the continent by completing levels to conquer factions’ territories. In these levels, control strategic resource locations, manage the movement of your swarm and unique units, and choose which units to produce wisely to maximize their efficiency to bring down the heroes.
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This is a Game Design Document entry for IGA's Game Design May Challenge Jam 2023. This document is a living document that may change as the general concept for Necro Swarm is refined.
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