Dustin’s Portfolio

Dustin Hendrickson

Software Engineer - Game Designer

 

Who is Dustin…

I'm a software engineer and game designer with a passion for crafting captivating experiences. My journey started early by creating mods/maps for PC games such as StarCraft and Warcraft 3, igniting a lifelong fascination with the intersection of technology and imagination. As I honed my engineering and design skills, I also ventured into the world of board game design, leveraging creativity and strategic thinking to build immersive gameplay. The harmony between my roles as a software engineer and a game designer continuously fuels my growth in both fields, enabling me to create innovative solutions and engaging games that resonate with enthusiasts of all kinds.

GAME DESIGN & Development

 

Board Games

 
 

Don’t Let It Die

In "Don't Let It Die," players are faced with the unrelenting challenges of prehistoric life. The game's essence lies in the strategic cooperation among players to adapt and survive amidst the ever-changing threats. As they navigate the unforgiving environment, players are presented with a multitude of choices that demand careful consideration.

The strategic dilemma is central to the gameplay. Should players prioritize hunting and foraging to keep their tribe fed? Should they gather wood to keep the fire burning? Or perhaps constructing tools and weapons would better serve their goals? These decisions, fraught with consequence, underscore the cooperative and interactive nature of the game.

The game embodies the ultimate test of survival, immersing players in the tension and dynamics of prehistoric existence. The need for adaptability, resource management, and collaboration mirrors the challenges faced by our ancestors, creating a thematic connection that resonates with players.

The replayability factor is a testament to the depth and diversity of choices available to players. The ever-changing threats and the wide array of strategies ensure that each playthrough offers a fresh experience, encouraging players to return and refine their survival tactics.

 

Buried Beneath

In "Buried Beneath," players step into the shoes of a retired hero unexpectedly drawn back into action to protect their village from a seemingly random monster invasion. However, as the game unfolds, a deeper and more sinister plot unravels beneath the surface, adding layers of intrigue to the narrative.

The heart of the game lies in using limited resources and strategically directing villagers to distract monsters while you navigate the village. The balance between bolstering your own stats and performing actions while staving off the monster onslaught creates a captivating puzzle of strategy and decision-making.

The fusion of hero defense and worker placement mechanics is a mashup that provides players with a dynamic and evolving experience across the game's four waves. As you delve into the dark and gothic atmosphere of the game, the tension mounts, and the need for logical planning and skillful decision-making becomes evident.

The climax of each game, culminating in a challenging boss battle, encapsulates the heroic struggle of defending the village against impending destruction. This thematic core is seamlessly intertwined with gameplay, offering players an engaging and thematic experience that echoes the stakes of the narrative.

 

Sector 18

Crafting the mint-tin game "Sector 18" was a fascinating endeavor that allowed me to dive into the realm of game design with a focus on compact yet engaging experiences. This sci-fi skirmish game, designed for 1-2 players, captures the essence of epic battles found in games like Starcraft or Homeworld while fitting snugly within a mint-tin package.

In "Sector 18," players assume the roles of faction commanders, each with their own distinct abilities and strategies. This design choice adds depth to the gameplay and encourages players to explore different approaches and tactics, reminiscent of the diverse factions seen in popular real-time strategy games.

The concept of battling on unique maps further contributes to the game's appeal. Drawing inspiration from iconic games like Starcraft and Homeworld, the maps offer varied terrains and environments that players must navigate strategically. This mirrors the thrill of commanding forces in vast and dynamic landscapes, encapsulating the essence of sci-fi skirmishes.

The decision to design "Sector 18" as a mint-tin game showcases my ability to create captivating experiences within constrained spaces. The limited components and compact packaging don't compromise the depth of gameplay, offering players an immersive and engaging sci-fi skirmish adventure in a portable format.

Through "Sector 18," I not only harnessed my passion for game design but also demonstrated my knack for distilling complex mechanics into accessible and enjoyable experiences. By drawing inspiration from iconic games and translating their essence into a mint-tin game, I succeeded in creating a game that captures the spirit of epic sci-fi battles while providing a uniquely convenient and engaging gaming experience.

 

RAID BOSSES

Developing and designing RAID Bosses was a captivating venture that allowed me to channel my creativity and expertise as a game designer. This distinctive game concept seamlessly marries the digital world of online gaming with the tactile experience of board games.

At the heart of RAID Bosses is the meta theme idea that players assume the role of virtual gamers loading into a multiplayer online game. The hand building mechanic adds a layer of strategic depth, as players must gather and manage asset files represented by their hand of cards. This decision-making process resonates strongly with the strategic planning that characterizes engaging board games.

The anticipation and excitement of facing server guardian raid bosses embody the essence of RAID Bosses. Each unit's unique stats and abilities contribute to varied gameplay, fostering diverse strategies and ensuring replayability.

 

Video Games / Mods

 
 

Digital Games


Starcraft 2 Mods

Within the dynamic world of the Starcraft 2 community, my passion for experimental gameplay and game development found a creative outlet. I meticulously crafted numerous prototypes and full-fledged games utilizing the versatile Starcraft 2 engine. These projects allowed me to merge my software engineering skills with a deep understanding of game design, resulting in innovative and engaging gameplay experiences.

In addition to my game development endeavors, I established myself as a respected figure in the SC2 editing scene. Serving as a pillar of support, I provided guidance, mentorship, and assistance to aspiring creators who sought to navigate the intricacies of the editor and game creation process. Sharing my expertise in both software engineering and game design, I played a vital role in nurturing a vibrant and collaborative community of developers.

My contributions to the Starcraft 2 ecosystem reflect a dedication to pushing the boundaries of interactive experiences, as well as a commitment to fostering a supportive environment for fellow enthusiasts to thrive and learn.

 

Warcraft 3 Mods

In the world of Warcraft 3, I embarked on a creative journey that allowed me to blend my skills as a software engineer and game designer. I developed a turn-based engine from the ground up, infusing fresh mechanics into the game. This formed the core of a unique experience that players found captivating.

My Warcraft 3 map featured various player-versus-player modes, each carefully crafted to offer distinct challenges. I introduced units with their own stats and abilities, encouraging players to explore different strategies and approaches.

Beyond player-versus-player dynamics, I expanded the map's offerings by including a cooperative RPG dungeon delve mode. This aspect showcased my versatility as a developer and gave players a chance to cooperate and strategize together.

One of the notable achievements was the inclusion of an AI with A* pathfinding, enriching the gameplay with smarter opponents.

 

Unity

 
 

Released ABCMouse Japan

Working on the Japanese localization for ABCMouse was an exciting project that leveraged my skills as a software engineer and engineering manager. Leading a cross-functional team, I ensured a seamless transition of the educational platform into the Japanese market. Collaborating closely with linguists, UI/UX designers, and QA testers, we adapted content and user interfaces to cater to Japanese learners.

 

Released ABCMouse Unity Desktop

Undertaking the Unity desktop release project allowed me to leverage my software engineering background to drive innovation. Collaborating closely with a dedicated team, we transitioned from the old browser version to a more robust Unity desktop application. Our success in this transition enabled us to deprecate the outdated browser version, streamlining our offerings.