GABRIEL MADOG JOYCE
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Hi, I'm
Gabriel Madog Joyce,
​and I make games.

Madog is a real name
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I worked at Studio GOBO as a 'Junior Technical Designer' from the 2018 until the end of 2019.

During the almost two years I worked at Studio GOBO I worked exclusively on 'Hogwarts Legacy'. During this time I worked on various gameplay systems, including the decoration system in the player Sanctuary and prototypes for various events that could happen there.

​After a while I became primarily focused on working with the core gameplay team at Avalanche, where I was assisting in researching, designing, debugging and developing player camera systems.

Examples of what I worked on include tweaking and balancing of the default game camera as well as creating an accessible player following camera system. As well as that I created a variety of unique camera scripts and behaviors which helped to navigate the diverse array of spaces present in the game, from sliding down hills and crawling through dungeons to observing creatures in your sanctuary space and interacting with crafting tables.

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I worked as a Technical Designer at
Great Ape Games from 2020 to 2022. We were making a narrative driven survival horror game where you play a character who must survive in a world inhabited by dangerous and realistic prehistoric predators.

I was the primary designer on this project and worked in various areas across the game, from formalizing game design documentation during early pre-production to prototyping, level design, system implementation and more as the project ramped up.

The company got a publishing deal with Annapurna Interactive but shortly after that I decided to move on to different projects after the company was secure in their funding and project direction and design.
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TO THE CORE

A Roguelike Platformer​​

​Team Size
Dev Time
Engine
Dev Year
30 Students
9 Months
U
nreal Engine 4
​2018

My Role

Technical & Combat Designer

To the core is a Roguelike third-person platforming game developed during the third year of my education. In the game, you play as Emily, a young woman with a massive robotic fist who enters a robot-filled universe through the infinite trashcan in her father's workshop to save her father... again.
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THRASHER

An Arcade Racer

Team Size   
Dev Time  
Engine
​Year

16 Students
8 Weeks
U
nreal Engine 4
2017

My Role

Lead Designer

I developed Thrasher for an external client to make use of a Kite Surfing Simulator controller, this control rig could pull you around with force feedback, steer left and right, and you could pull the controller in and out. Perfect for a Sci-Fi chariot racing game.
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DID I MENTION?

A First Person Puzzler

Team Size   
Dev Time  
Engine
​Year

3 Students
8 Weeks
Unreal Engine 4
​2017​

My Role

System & Level Designer

Did I Mention is a first-person puzzle game with interesting game systems. The primary systems of the game are based around rewinding certain objects, freezing objects in place, and initially, switching dimensions, though this part was not prevalent in the final product, it still heavily influenced the name.
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OTHER PROJECTS

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HOVER
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​Solo Dev Prototype
Available on itch.io

​Role: Solo Dev
Dev Time: 4 weeks
Year: 2020
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CATERANG
​

​
Brains Eden Game Jam Entry
​Winner of 'Best Art' Award

​Role: Technical Designer
Dev Time: 48 Hours
Year: 2018
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OLYMPIC SPACE SWIM TEAM 2018
Global Game Jam Entry
2nd Place on Location

​Role: Designer
Dev Time: 48 Hours
Year: 2017
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DEEP SPACE MINE

My First Game Project


​Role: Producer
​Dev Time: 8 Weeks
​Year: 2015
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SKILLS

Technical Design
​Rapid Prototyping
Visual Scripting
Game Feel
Camera Design
System Design
Combat Design
​C# Scripting
UX Design
Level Design
Presentation Skills
Scrum
​Particle Effects
​Technical Animation
Video Editing​
Source Control

TECH

UE4
Unity
Jira
Google Docs
​Microsoft Office Suite

Perforce
Photoshop
Illustrator
Premiere Pro
Audacity​

Blender​​
Tortoise SVN
Trello
Sketch Up

ABOUT ME

I am a Technical Designer from the UK currently working at Great Ape Games.

In my years of experience as a game designer I've worked in most areas of design, from combat design to level design and can always adapt to fit what's most needed in a team.

As a developer I prioritize making each of my games fun to play moment to moment by implementing great 'game feel' through scripting, tweaking, testing, rapid iteration and prototyping.

I studied in a project-based learning environment at Breda University of Applied Sciences in the Netherlands. During that time, I developed games in multidisciplinary teams while being mentored by industry veterans. This developed my communication skills and practical knowledge a huge amount.
 
As a gamer I love to play all kinds of games; I have almost as many hours in Skate and SUPERHOT as I do in World of Warcraft and Kerbal Space Program. I can find fun in any experience and I love making great games.

STUDENT PROJECTS

Brains Eden Game Jam Entry - 2019
Epic Spring Jam Entry - 2018
Global Game Jam Entry - 2018
To The Core - 2017 & 2018
'Did I Mention?' (FPS Puzzler) - 2017
Top Down Shooting Party Game - 2017
Point and Click Puzzle Game Demo - 2016 & 2017
Drunk Simulator (Wii Balance Board) - 2016
Multiplayer Level Design - 2016
Physics Based Puzzle Game - 2016
Solo Fighting Game Prototype - 2016
Deep Space Mine (Asteroids Clone) - 2016

EDUCATION

BSC
NHTV Breda

BSC in Game Design & Production
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A Level
Bexhill College
Computer Science
Physics
Mathematics
​Graphic Design (AS)
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