PowerWash Simulator is a game that needs no introduction, and yet search-engine optimisation requires me to attempt to introduce it anyway.
The core conceit of PowerWash Simulator is this: you play as an individual starting their own pressure washing business, and travel across the fictional town of Muckingham, picking up odd jobs for people and cleaning their houses, vehicles, and other
such things.
The game works on a core level because it's very satisfying to play: both on the macro-level of seeing your progress toward cleaning a previously horribly dirty location/vehicle, and on the micro-level - every time you clean an individual element of a space,
that element dings, which is the part of the core gameplay loop which causes your brain to go "yes".
PowerWash Simulator is available for PC, console and in virtual reality, and has numerous add-on packs, both free and premium.
I joined FuturLab to assist on PowerWash Simulator as a virtual reality game designer, and became a generalist a few months later. I am credited in the game as "VR Game Designer".
What did I do?
I wrote multiple proposal/specification/design documents, prototypes and feedback reports for various PowerWash Simulator systems, features and levels in Unity.
I wrote initial treatments and design documents for internal projects, including liaising with stakeholders and producing art assets and demo videos in Unreal Engine 5.
I created, in collaboration with senior and lead designers, clear lists of actionables for production, tech and other disciplines to implement new features and levels.
I participated in the playtesting and quality assurance process for PowerWash Simulator's Shrek DLC.
I also got to participate in the FuturLab game jam, where I worked with a small interdisciplinary team of junior, mid-level and senior games professionals to create the short roguelike game A Flare For Adventure, about a lone spelunker in a
dark cave searching for treasure. I helped generate the initial concept, setup the UI and authored some of the UI shaders in Unity Shader Graph.