
Sean Mulkerrin Design
About Me
I'm Sean Mulkerrin, a Game Designer with a background in digital games, acting, and producing. I bring a wealth of creativity informed by my prior career in the Film, TV and Theatre, which has allowed me to accrue unique experiences and ideas which I implement into my varied design practices.
Feel free to explore my portfolio and learn more about my work!
Skills
● C#
● Unity
● Design
● Writing
● Clickteam
● Narrative Design
● Adobe Premiere
● Adobe Illustrator
● Adobe Photoshop
● Presentation/Pitching
● Design Documentation
Portfolio
CRIME or Punishment
"Good cops solve crimes. Bad cops cover 'em up. I sure as hell ain't the first kind."
Crime or Punishment is a 2D Isometric Adventure game created for the GMTK 2023 Game Jam, where the you are tasked with investigating a crime scene, finding and tampering with evidence and shifting the blame of murder from the real criminal to an innocent bystander.
Project Type: Group
Role: Lead Designer, Narrative Designer, Writer, Voice Actor
Responsibilities:
● Worked with design team to create a gameplay scenario that fulfilled design goals and the Game Jam's theme (Roles Reversed).
● Crafted the narrative to compliment design goals and create strong tone and style.
● Worked with level designer to design puzzles and implement numeric design.
● Researched and implemented game’s historic setting and all other elements within the narrative.
● Wrote the marketing blurbs to impart the game's unique tone and edited the game's trailer.
MUZZLE FLASH
The answers are out there, lurking in the dark...
MUZZLE FLASH is a First Person Puzzle-Shooter where you must navigate the dark with the flash of your gunshot, in order to escape a mysterious abandoned facility controlled by a sinister organisation.
Project Type: Solo
Role: Level Designer, Programmer, Writer, Voice Actor
Responsibilities:
● Iterated and developed upon a 2D group project, adapting design and mechanics into a 3D FPS format.
● Designed a spiralling level as a focused tutorial that taught the Player the core gameplay loops.
● Created environmental obstacles for the Player to learn the game's mechanics.
● Crafted a narrative that paired with gameplay to achieve ludonarrative resonance.
● Collaborated with composer and sound engineer to compose a theme tune, as well as creating a unique sound effect for the gun.
● Implemented art assets, sounds effects and lighting to build an immersive experience.
Trial By Fire
Will you burn for lies? Or lie to burn others?
Trial By Fire is a 2D Narrative Adventure Role-Playing game where you take on the role of a witch, hidden amongst villagers during a witch-hunt. Through lies and deception, you must guide suspicion to another; or else be burned yourself.
Project Type: Solo
Role: Designer, Programmer, Writer
Responsibilities:
● Created a striking scenario that draws the Player into the narrative to strengthen role-play.
● Redesigned pixel art assets to create a unique, bleak aesthetic.
● Utilised Narrative Design to encourage the Player's curiosity and desire to explore and guide them towards their goal.
● Wrote numerous dialogue events to create depth as well as display the Player character's personality.
● Crafted a scene that sets up the foreboding atmosphere and hints at the larger plot to create intrigue.
EGO STATE
Every person is made up of 3 Ego States: Parent, Adult, and Child. How we manage them is how we care for ourselves.
EGO STATE is an Educational Therapeutic game crafted with the goal of teaching you the basic concepts of Transactional Analysis, a psychoanalytical practice created to help an individual understand themselves through their fluctuating personas, and so better practice self-care.
Project Type: Solo
Role: Researcher, Designer, Programmer, Writer
Responsibilities:
● Performed extensive research on Transactional Analysis, Self-Help, Game Based Learning and Therapy within the digital game field.
● Translated therapeutic practice into gameplay by designing a unique dialogue system.
● Conducted research with participants to test the game and interviewed them for data.
● Liaised with several academic departments for research information and research approval.
● Wrote an accompanying paper to assess the efficacy of the game's teaching of Self-Help techniques.

"We locked him in there. Didn't know what else to do. I ain't paid to die."
is a 2D Top-Down Action Adventure game where you are tasked with escaping a dark facility, armed only with a gun to navigate and your wits to escape.
Project Type: Group
Role: Narrative Designer, Designer, Writer
Responsibilities:
● Worked with group members to create a game concept based off the theme of 'Discovery' and solidify the design pillars and core loop.
● Presented the game concept for approval prior to 2D development.
● Collaborated with the Level Designer to incorporate engaging Narrative Design into gameplays and level progression.
● Designed a paper prototype which was then iterated upon and developed for the 2D game.
● Created in-game PNG documents as well as writing all narrative.

