About Me
Hi, I’m Chancelor Brown. I’m a Game Designer with a background in game art, interaction design, and gameplay systems. I earned my Bachelor’s degree in Game and Interactive Media Design from Georgia State University and I’m currently pursuing my Master of Science in Software Engineering at Kennesaw State University.
I’m passionate about creating memorable gameplay moments—especially through enemy design, combat mechanics, and worldbuilding. My design style focuses on readability, player feedback, and smooth, responsive moment-to-moment gameplay.
Career Goals
I’m actively pursuing opportunities in the game industry, specifically in:
- Game Design
- Enemy/AI Design
- Level & Encounter Design
- Unity Gameplay Programming
I’m open to internships with studios of any size—indie to AAA. My long-term goal is to work as a Game Designer focusing on enemy systems, combat encounters, and high-feedback action gameplay. I'd also love to blend art and engineering by contributing to visually unique game worlds.
My Role in Infinite Dungeon Survival
For our graduate game project Infinite Dungeon Survival, I worked on gameplay systems, enemy behavior, and character interaction logic. My main contributions included:
- Designing enemy behavior and movement patterns
- Implementing enemy tracking + chasing mechanics
- Building the Enemy Pool system for performance
- Balancing enemy speed, frequency, and encounter flow
- Coordinating gameplay decisions with Elliotte and Hunter
- Supporting art direction and visual consistency
Here are the core scripts I contributed to the project:
using UnityEngine;
public class Enemy : MonoBehaviour
{
public float moveSpeed = 2f;
Rigidbody2D rb;
Transform target;
Vector2 moveDirection;
private void Awake()
{
rb = GetComponent();
}
void Start()
{
target = GameObject.Find("Player").transform;
}
void Update()
{
if (target){
Vector3 direction = (target.position - transform.position).normalized;
moveDirection = direction;
}
}
private void FixedUpdate()
{
if (target)
{
rb.linearVelocity = new Vector2(moveDirection.x, moveDirection.y) * moveSpeed;
}
}
private void OnTriggerEnter2D(Collider2D arrow)
{
Destroy(gameObject);
}
}
using UnityEngine;
using System.Collections.Generic;
public class EnemyPool : MonoBehaviour
{
[SerializeField] GameObject enemyPrefab;
public List enemyPool;
private int maxEnemies = 50;
void Start()
{
for (int i = 0; i < maxEnemies; i++)
{
GameObject newObject = Instantiate(enemyPrefab, transform);
enemyPool.Add(newObject);
}
}
}
Gameplay Gallery
A selection of gameplay scenes and visual work from our project.