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Adam Kull

MFA Game Design

Video games are my favorite form of media and I'm proud to be a part of making them. My name is Adam Kull and I'm a game designer who built Recurrent for my MFA thesis. Recurrent is a fast-paced retro FPS inspired by the level Effect and Cause from Titanfall 2. The first-person shooter genre has long been one of my favorite game genres because of its fast-paced gameplay and immersive level environments. I see video games as the most exciting medium to work in as an artist because of the unique player stories that emerge that go beyond what we, as creators, would ever expect. I'm influenced by games like Outer Wilds, which provides the foundation for every player to have their own unique experience and journey. Video games are also the perfect intersection of technical and creative that suits who I am as a creator.

I am a game designer, game developer, level designer, set decorator, animator, sound designer, and whatever else the project needs. Developing new skills, techniques, and software is part of why I love game development so much. It usually starts with an abstract idea or gameplay idea that I break down into the specific skills, design patterns, or techniques that I need to utilize to achieve my goal. A great example is the time-swapping mechanic found within Recurrent. I collaborated with my mentors to develop the script that let me only render and collide with certain objects in the scene. From there, I began building out the visual language and AI behavior around the time-swapping mechanic. State machines, shader graph, and post-processing effects are just some of the tools that I would utilize to create this game mechanic. This is the language of game development: Iteration, collaboration, and learning.

Ultimately, the goal for games is to provide a fun experience that leaves the player excited for more. If my games inspire and engage others, I will have had a successful career.