Adam Ledet
A Game Designer with a background in programming and scripting.
Work Experience
MCC Island
as Game Designer
As a Game Designer at Noxcrew, I focused on designing and implementing progression systems and currencies. I also oversaw coordination between the design, development, and art teams by creating pipelines and engaging in correspondence between teammates including the felicitation of cosmetics design and development, quests, faction leveling, NPCs, and other various systems. Design was primarily done in Notion, Google Sheets, Figma, and Machinations with development handled in Kotlin with Github as a hosting service.
Hearthstone: Tombs of Terror
as Mission Design Intern
While interning with Hearthstone's Mission Design Team, I primarily aided in the design and implementation of content for the Tombs of Terror including treasures, anomalies, and hero powers. Feedback was frequently given, received, and iterated upon; and honest peer review was seen as integral to the project. I learned and used an in-house scripting software, HearthEdit, to complete my tasks and worked alongside industry veterans who shaped the world of Hearthstone.
This content is available to play now!
The Original Mobile Games
as Development Intern
This game was commissioned by the Strong Museum of Play to make old analogue games accessible since the originals are delicate antiques. A team of interns including myself studied these games and brought them to digital accuracy using the Unity Engine. We used C# to adjust Unity's physics engine and set motion controls for the project; I additionally helped to push the game onto iOS.
The game was originally released on Android and iOS but is now exclusively available on the Nintendo Switch.
Writing / Design Projects
These projects are solo expeditions involving design on existing and well-known works.
Programming Projects
Asteroids Clone
Exercise with Unity
in C#
This small project involved creating a player that uses vector-movement with acceleration as opposed to simple WASD world coordinate controls.
You control a plane that shoots colored asteroids at other, randomly spawning asteroids of variable size that break down into smaller asteroids.