Inkbrook Design: The Portfolio of Mackenzie Cameron

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Inkbrook Design

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Portfolio

Bullhorn Mobile

User centric research drove iterative improvements to an industry leading product. Userflows and high-fidelity mockups supported the developer team.

Einstein Board Game

A strong emphasis on iterative design and playtest validation drove a wildly successful kickstarter for an intriguing geometric board game.

UX and 3D Printing

An exercise using research to explore personae and use storyboards to drive what could be possible in the 3D printing industry.

Design Briefs and Passion Projects

From Beyond - MegaGame

From Beyond is a 40 player, 6 hour experience, where a 10-person alien team attempts to complete objectives while six nations of Earth contend with threats domestic, international, and extraterrestrial.

The game takes all the best elements of model united nations, board games, and Live Action Role playing into a single epic experience.

From Beyond - Rulebook | Cardboard Republic Interview

Gadget Girl Makes Toast - Game Concept

How would Mega Man play if instead of unlocking 6 abilities through a difficult platforming experience you were given 100 abilities from the start but none of them were move left, move right, or jump.

I wanted to explore the ui challenges of such a design, as well as highlighting the challenges posed to folks with limited mobility.

Clockwork - MegaGame

64 players, each following a unique puzzle narrative while competing to unravel secrets and control objectives.

The air is electric in the city of Kindleforge; you'll rely on your wit and cunning to uncover the truth behind its many mysteries.

Liars, Tigers, and Bears Club - Example Puzzle

Sussurous - UI Contract Work

A story-driven text adventure set in an urban fantasy world where one player's actions impact other players along the way.

I helped align a cross functional team on the look and feel of the UI and HUD.

Sussurus: Season of Tides

Johnny Swordsmith - Board Game Prototype

Start with a simple knife and a d4 defending your home from goblins then work your way up until you've built an armory and are throwing buckets of dice and bonuses at the nightmare beast that threatens the land.

Johnny Swordsmith is the result of a board game design challenge to create an epic journey using minimal components and keeping gameplay to about 90 minutes.

I've built a prototype on tabletop simulator and would love to play it with you.

A painting is every brushstroke, a story is every word, a game is every piece, and an app is every pixel.