
I am a junior at Miami University with a passion for telling stories. I love stories of all kinds and varieties, but I am most passionate about the unique means of storytelling in games. I believe that the mechanics of the game provide a lot of expression for the designer in creating a unique experience and story for a player.que experience for a player.
This game was a semester-long solo project. I wanted to focus on functionality and creating fun movement for a platform fighting game. Jump buffering, coyote time, attack buffering, and other QoL things were added to make the game feel smooth. The players have 3 grounded attacks (Up, Down, Neutral), 3 aerial attacks, and a special attack. The normal attacks can be canceled into the special attack. Hitstun and natural deceleration after being hit makes hits feel impactful. Each move has different knockback, hitstun, and damage. The game supports both controllers and keyboard and features customizable controls. Players that hit walls bounce of them and they can only be sent into each wall once per combo. I learned so much about coding in this project and how important it is to think ahead and make the code flexible enough to be changed later. The game needs more polish but I am proud of the current state.
This was my first taste into creating Narrative Design Document for games. I have been writing on the side for a while but this was my first project that was meant to be used in a game world. About a month was spent working on the NDD while the rest of the semester was working on different games (card/board/ttrpg) that fit into the world. The final thing that we worked on was a digital game that fit into the world. I made a short little RPGM game that I worked on for the project. I was proud of the world that I created and the way that I build around the core ideals of the world to something that felt realistic on how people would react to it
Mosley, NDD Terravern - Google Docs

This solo project was a three week project in Maya that was made for a 3D design class. I am proud of effort on the procedural generation of the feathers and fur. The restriction for this project was something that was at Miami and I loved the challenge of working on a bird.
This solo project was a two week rhythm platformer in Unreal that was made for a intro game design class. There are many things I would change if I did it now, however, this the first project where I dove deeper into Unreal. This was done with mostly blueprints and a little C++.
https://www.linkedin.com/in/nathanmosleygames/
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