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Connor Force

CFP Logo Mobile Splash
CFP Logo Splash

ABOUT

I'm Connor Force, a Game Designer based in Melbourne, Australia. With 3+ years of professional study, 7+ years of personal study and 2+ years of experience working on game projects. I've worked as a Lead Designer and Level Designer as well as designing UI and Audio on several different projects comprised of different people. I provided the foundation on which my team built and sculpted our games.

My passions are leadership, level designworld-building, writing and attention to detail. Through my role as Lead Level Designer (Welcome to the Dark) and Lead Game Designer (See Portfolio), I've been able to devise the vision for the development team, laying the groundwork to create its look and feel through my design.

As a Designer, I wish to create​​ worlds for people to experience and live in, worlds where they can discover new and interesting things as they explore. My aspiration is to develop games that Players will hold dear, looking back at them even years later with nostalgia and delight, while continuing to look forward to what I'll do next.

I truly believe that incredible experiences are achieved with a passion for what you're making, strong team communication with collaborative discourse and healthy playtesting throughout the project's development.

Game Developer

Game Designer

Level Designer

UX and UI Designer

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Welcome to th Dark Splash

Welcome to the Dark

Welcome to the Dark is a first person psychological-horror set on a space station with a 60’s aesthetic, where you’re hunted by a techno-organic parasite that assimilates more and more of the station of the course of the game.

Working as Lead Designer and Lead Level Designer, I created the entirety of Deep Space Station 13. It was designed in a Metroidvania style where the Player revisits previously traversed areas with new tools to unlock alternative and optional paths.

Calefaction Splash

Calefaction

Calefaction is a visual novel where emphasis in placed on the Player making interesting and important choices that have real consequences that drastically change the events and outcome of the narrative.

The game was developed by me solo, using Fungus software in Unity and free visual novel backgrounds to create locations in the game.

Lunar Seeker Splash

Lunar Seeker (AR)

Lunar Seeker is an artificial reality puzzle game where the Player must collect key items that were sucked out of their spacecraft now floating around three moons in space.

They must do this before they run out of oxygen and are auto-recalled to their ship.

Joining the team during week 2 of development, I was tasked with making the game more exciting.

Sleeping on that wish, the next morning I designed the 'moon jump' mechanic that breathed new life into the game by adding verticality, making the search for items more intense and challenging.

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