Joseph Ballard

Joseph Ballard

Highway Code
Race against the clock — and each other — in Highway Code, a competitive couch co-op racing game where two players vie to deliver the most mafia packages in a fast-paced city showdown! Dodge obstacles, outmaneuver your rival, and deploy sneaky power-ups to gain the upper hand. With chaotic, high-stakes gameplay and unpredictable twists at every corner, only the cleverest courier will reign supreme. Think fast, drive dirty, and don’t let the competition steal your score!
Genre: Couch Co-op, Racing, Party Game
Team Size: 15
Project Length: 6 Weeks
Role(s) and responsibilities:
Lead Designer
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Defined and maintained the game’s core vision, ensuring cohesive design across all elements
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Managed a team of 6 designers, ensuring smooth collaboration across disciplines
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Delegated and tracked tasks using Jira, balancing workloads and keeping development on schedule
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Led daily standup meetings following agile methodology, fostering clear communication and rapid iteration
AI Designer
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Designed and implemented an AI system capable of navigating dynamic city environments
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Developed collision avoidance behaviors and a fully functioning traffic system for realistic road interactions
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Developed collision avoidance behaviors and a fully functioning traffic system for realistic road interactions
Wave Warriors
Set sail for chaos in Wave Warriors, a turn-based artillery strategy game where a scrappy crew of skeletons battles cunning pirates in an explosive 3v3 showdowns! Players take turns aiming and firing devastating weapons across Pirate Ships —balancing precision, power, and clever tactics to outwit their opponents. Every battle is a swashbuckling test of strategy and skill. Will you blast your way to victory or be sent to Davy Jones’ locker?
Genre: Artillery, Strategy, Turn Based
Team Size: 7
Project Length: 8 Weeks
Role(s) and responsibilities:
Technical Designer
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Designed the physics-based mechanics to ensure projectiles could be launched at varying angles, accounting for environmental obstacles and terrain.
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Balanced gameplay by fine-tuning weapon parameters such as range, damage, and arc for both the skeleton and pirate teams.
AI Designer
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Created behavior trees to control pirate AI decision-making in turn-based combat, ensuring diverse and reactive gameplay.
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Designed unique targeting systems for different pirate characters, enabling varied playstyles and strategic depth.
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Programmed AI to intelligently assess obstacles, optimal firing angles, and target priority, creating a challenging experience for players.
Substainability
Descend into the depths of a vast, polluted ocean, a melancholic journey where you pilot a solitary submarine on a mission to cleanse the seas. Armed with limited tools and an unyielding sense of duty, you face overwhelming odds as debris drifts endlessly around you. Each piece you collect brings a fleeting sense of hope, but the sheer scale of the task serves as a constant reminder of your isolation. With haunting soundscapes and a serene yet somber atmosphere, Substainability delivers a quiet reflection on perseverance, loneliness, and the fragile beauty of our oceans.
Genre: Adventure, Explortation
Team Size: 5
Project Length: 48 Hours
Role(s) and responsibilities:
Technical Designer
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Focused on spawning in barrels and their drop rate
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Set up a basic design plan and MoScoW
3D Modelling
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Modelled the Barrels
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Modelled and animated a turtle (did not make it into end game)

NDA Project
While i'm under strict regulations when discussing this project, i can say i was the producer of a small team contracted to solve technical issues with the 'Bink' Video player system introduced to the Unreal Engine and to prove out a core gameplay loop using video playback as a metaphor for corridor movement.
Genre: FMV
My Little Rotter
Imagine a world where nurturing doesn’t mean keeping something alive, it means keeping it undead.
My project is a twist on the classic Tamagotchi life sim genre, but instead of a cute virtual pet, you’re taking care of a shambling, needy zombie.
To maintain your pet’s delicate balance of unlife, meet its bizarre needs while avoiding a full-on zombie apocalypse.
This is a quirky dark humour take on the traditional virtual pet genre
Genre: LifeSim