Game Design
“A newbie Dad is whisked away by his estranged father to a Dad-based dimension ruled by the evil ‘Allfather’ who seeks to keep all Dads trapped there forever.”
‘Dad to the Bone’ was a project I was selected to write for through Vancouver Film School. The story had to be implemented under very strict conditions since the project was so near completion, but I knew with some effort we could make something greater. I opted to pull my own art team together and coordinate the writing of the story, the creation of 3 fully animated cutscenes done in comic format, the entirety of the 2D art for the SFX and in-game dialogue, and enlisted a composer to craft a 15 track original sound track.
This was accomplished within 6 weeks. We met every deadline, and the project was in surplus to my own obligations and final projects in my own classes.
‘Dad to the Bone’ went on to win VFS’ coveted ‘Game of the Year’ award.
*Full credits available in video*
Joel van der Lee
- Project Manager, Art Department
- Writer
- Narrative Designer
- Comic Letterer
- Graphic Designer
Ben Lenz
- Cover Artist
- Comic Penciller
- Concept Artist
Hunter Allen
- HUD Artist
- 2D Portrait Artist
- Comic Inker
- Comic Colorist
- Concept Artist
BrotherJon
- Composer
“When a soldier is tasked with infiltrating an enemy camp on an off-world planet, he can count on a trusty new robot to see him through… if he can get it working, that is.”
The McCool was written and directed by yours truly as my final project for Vancouver Film School’s ‘Writing for Games’ program. I had the pleasure of working with Beyond Capture Studios, the incredible MoCap studio behind projects such as Dragon Age: The Veilguard, Dune: Part Two, Civilization VII, and Mortal Kombat 1.
Joel van der Lee – Writer, Director, Editor, Sound Designer
Juan Diego Cruz – Cinematographer
BrotherJon – Original Score
Jono Klassen – Vegas
Nicole Husak – Lima
Tayden Marks – The McCool
Sidi Srikanth – Unfortunate Soldier
Beyond Capture – Mocap Studio
Created in Unreal Engine 4, I made this game as part of a VFS course to show an understanding of the Basic principals of Level Design.
The task was to show a basic map of a level that gave players multiple options. I opted to take it a step further, and created a playable, atmospheric level with an original score.
Joel van der Lee – Game Designer
BrotherJon – Original Score