Michael Forbes

Designer | Producer | Programmer

About Me

I am a game design student perusing my Bachelor's of Arts in Game Design with a minor in Psychology. My focus is on systems and user experience design, as well as production. I also have a background in computer programming. I am an Eagle Scout and served as Lodge Chief for Nisqually Lodge #155.

Projects

GRoMANCER is an Automation-Farming Dating-Sim, where the player takes on the role of a magical farmer, and creates a farm that automatically produced products that can be given to NPCs to progress in a romantic relationship. It was made in Unreal Engine 5.

The team is made up of 19 people. The project is in it’s second semester of production, and will release later in 2026.

  • Facilitated communication between different disciplines.

  • Communicated with instructors on specific requirements pertaining to this project.

GRoMANCER - in Production

Automation-Farming Dating-Sim

Co-Producer/UX Designer

.EXECalibur

Boomer-Shooter Hack n’ Slash

Producer/UX Designer

.EXECalibur is a Boom-Shooter inspire Hack n’ Slash game, where the player fights through a dystopia city while being watched and hunted by the authorities.

The team was made up of five designers, who worked on the project for five weeks.

  • Organized a team of designers to create a full gaming experience in a short time span.

  • Communicated with instructors to get assistance and verify work was up to the specifications required.

  • Distributed a casting call for voice actors, reviewed submissions, and ran the recording session as voice director.

Silly Little Smackdown

Two Player Card Game

Producer/Design Lead

Silly Little Smackdown is a two player card game designed to be a digital collectible card game. It was made as a physical game and moved into custom engine. The physical prototype was published on DriveThruRPG as a print and play game.

The team was made up of seven people. The project was worked on over two semesters, the first one had programmers make the engine, then the second semester the designers and an additional programmer joined the team and started work on the game.

  • Hired team members to aid in the development of a game in a custom C++ based engine.

  • Communicated with producers from other game teams in order to share information and aid each other.

  • Created underlying systems in card mechanics to enable cohesive game feel.

Labyrinthine Dread

2-D Top Down Horror

Content/Tech Lead

Labyrinthine Dread is a top down 2-D horror game where the player must escape their laboratory while managing the fuel in their lantern.

The team was made up of three designers, who worked on the project for 15 weeks. Then we continued working to the project to get it published on Steam.

  • Implemented roaming, fleeing, and chasing behaviors for enemy AI (C#).

  • Composed all music within the game, including running a recording session with a live pianist.

  • Lead the team in completing the technical and gameplay requirements to be able to publish to Steam.

Contact Me

Want to know more about any of my projects or about me?