GAME DIRECTOR - DIRECTING THE MOST SPIRITED TEAM OF 2026
Tower of Genn is a project I started in my first year at UCI. We worked on it for
2 quarters before taking a break for schoolwork- then came back three times as strong!
Since coming back from break, the game has been completely overhauled, tripled (or more)
in content,
fully UI'd, scored, SFX'd, published on Steam, marketed, loved, enjoyed, etc..
Throughout development the team has grown and shrunk, with a total of around 30 working on it,
at one point or another. Throughout it all, I have made sure to lead my team to excellence! :D
Short gameplay clip showcasing some block interactions.
THE GAME
Screenshot of late gameplay, with a fairly tall tower.
Tower of Genn tasks the player with a simple gameplay loop: build a tower! For the longest
time as a game designer I've had a fascination with towers as backdrops for gameplay- they carry
within them such infinite vectors of design.
Inspired by games such as Dorfromantik, Tetris, and Jenga, players use tetracubes
and other 3d shapes comprised of 'Special Blocks' to assemble their tower. The loop is tightly moderated
by the player's need to keep their 'Stockpile' up, being drained for each piece placed.
Players have multiple inflows in which they might gain stockpile, such as through the bonus bar, or quests!
Quests form an important backbones of the balancing as a primary inflow. They exist under the concept of
"Put it on the board," ie, the quests themselves are blocks on the tower, that have special conditions that must be met.
A cinematic shot of the tower, with UI elements turned off.
Take in the view!
Here the player has placed too far to the edge,
indicated by the red blocks.
BLOCKS
Editor view of all the current blocks. Shout-out to our 3d artist!
Blocks make up the fundamental gameplay of Tower of Genn. Players use blocks to
essentially construct the level themselves, facing choices that will cascade into
different decisions overtime. If they aren't careful, they might build themselves
into a corner!
Blocks are designed such that they will carry immersive properties, by having property
tags that carry within them rules. Each block contains a unique function that works within
these tags, such as the capability of the 'Lava Block' to burn blocks tagged with 'Flammable.'
All this comes together to create a strategic immersive simulation of sorts, inspired by
my time with games such as Breath of the Wild and Deus Ex!
Here, the player has placed some lava upon some grass.
It has begun to burn!
The player has allowed some grass to grow,
covering exposed stone.
QUESTS
Here the player has two active quests on their tower,
designated by the orange icons.
Quests, being such an inflow for the primary gameplay driving resource (stockpile), were
very important to get right. Originally, they existed as side objectives that could be completed anywhere,
but that wasn't very fun. It lacked a certain "presence" in a game where you build the experience you play.
That's when quest blocks became a thing! I was inspired by the design concept of "put it on the board," that I first
heard in the context of Starcraft. Using some inspiration from Dorfromantik, I redesigned the quests
to be icons attached to a specific block, that demanded a specific localized action. This was VERY well recieved by
playtesters, and is frequently the most desired for content expansions.
The player can see two of their upcoming shapes contain a quest.
Here the player can track what kinds of active quests they have,
as well as what they must do to complete them.