
Game Developer
TimePlay


Welcome! My name is Ford Marklew, and I am a professional programmer based out of Toronto, Ontario. Recently, I completed my final year of studying Game Development at Toronto's Centennial College. Since then, I have worked professionally with Shaftesbury Technology, programming and designing. I currently work with Timeplay, programming for their Timeplay Live games suite. I have officially released two titles, and am supporting a live service game suite with Timeplay!
I have a special interest in core gameplay mechanics, AI, and UI.
TimePlay Live is a suite of games available to play for free. Users must download the TimePlay app to play, and watch on a second screen which streams the main content. The app functions as a controller for the game on the big screen. I have worked with most of the suite of games - some of the more popular constructs include Pick Three, Quiz It, in addition to others soon to be released.
WREST is a sci-fi Virtual Reality Horror game built for HTC Vive and Oculus Rift platforms. It is a narrative-driven game featuring light combat. Players play as Andy Bishop, an engineer aboard the Neptune. Players must delve into the nightmares of his crew mates to discover something sinister aboard the spaceship.
Bubble Bloom is a VR game for mobile and PC. The game uses proprietary software to reduce stress in those playing by adapting certain mechanics to the engagement level of the users. Bubble bloom takes place underwater, in a calming environment with many unique interactables in the scene. The game primarily uses gaze detection, and was originally designed as an alternative to sedative medication being given to children prior to surgeries.
Long ago, there was a village built around an ancient library full of dark secrets. There was a sentry who spent most of his time off with his dog in the library, and happened upon some dark knowledge. He continued to study these until his life was taken one fateful night, the village was attacked and utterly destroyed - there were no survivors. Months later, after the attack, the sentry woke from the dead, searching for his lost companion. He soon found that the necronomicons he had read were real, and he had fledgling powers over the dead. Centuries later, when he had mastered his powers and could bear the grief no longer, the sentry-now-lich embarks on a journey to find the soul of the dog killed alongside him all those years ago.
Grave Mistakes is a 3D platformer for PC where you use your deaths to your advantage. Players must use their bodies in creative ways to overcome each level's unique challenges. The game focuses on narrative, delivering it through collectables, cutscenes, and a journal.
I worked on the project as the lead game programmer and narrative director. The gameplay, achivement system, collectables, journal, save data, and level select were all done by me, in addition to the custom shaders.
Also on the project were : Archimedes Cruz (Game Designer), Andreas Koepke (2D and UI artwork), Logan Medford (Audio Designer and Co-Writer), Benedict Ahuni-Kumi (Concept Art and Logo). 3D models and texturing were provided by Kimoon Rho, Revi Guardado, Elizaveta Denisyuk, Maria Kniazieva, and Sharon Nguyen.
Avialon Tactics is a strategy role-playing game. Set in the world of Avia, players will follow the adventures of five individuals as they explore a newly discovered continent. Featuring a vast number of different classes alongside a dynamic class changing system that allows characters to switch on the fly during combat, players can experiment with different teams and skills to achieve victory.
This game is a grid-based, turn-based strategy game featuring an in-battle class swap system.
I worked on the project as the lead game programmer and narrative director. The core gameplay, save data, level select/hub worlds, and UI were all done by me.
Also on the project were : Archimedes Cruz (Game Designer and 2D artwork), Jacub Day (UI designer), Lucas Do Carmo (Co-Programmer), Andreas Koepke (2D artwork), and Logan Medford (Audio Designer and Co-Writer).
Legends of Monk-E is a game where players defend a bridge from zombies as the creatures rush to get across.The goal of the game is to achieve the highest score possible, and to do this players must tap zombies at the right time. Build the multiplier as you land consecutive hits, and watch as your score sky rockets!
This game was inspired by mobile rhythm games, however it does not focus on music. Legends of Monk-E was created as an introduction to mobile development for me as a student. Players must tap the oncoming zombie creatures at the right time to destroy them. If timed correctly, the score multiplier will increase, and score can begin to grow quickly!
I worked on the project as the game programmer and the lead game designer. All gameplay, AI, analytics, and monetization were implemented by me.
Also on the project were : Archimedes Cruz (Background Artwork and 3D Model Implementation) and Jacub Day (UI artwork and implementation).
Stop Throwing Things At Me is a VR game featuring a lack of vision. Players must rely on hearing more than sight to help them as knives are thrown at them from all angles. Knives can be caught or simply dodged, but dodging provides only temporary reprieve, as knives are dynamically thrown at players based on their position. Stay mobile, stay alert, don't get stabbed.
This game is a Virtual Reality game in which players must avoid knives that are thrown at them. Players can dodge the knives, or catch them. The catch is, there is only a single light above the player which illuminates their immediate surroundings. Hearing is the most important asset for a player, as it will give them an early indication of where the knives are coming from. If players manage to catch the knife, they can attempt to throw it back!
I worked on the project as the game programmer and the lead game designer. All gameplay, AI, custom shaders, save data and VR implementation were done by me.
Also on the project were : Lucas Do Carmo (Co-Programmer) and Andreas Koepke (3D Model Implementation and Sound Design)
Survive for as long as you can in this bullet hell featuring bullets that combine with one another to produce special combinations!
This game was for a game jam hosted by Centennial College featuring the theme "Chaos."
I worked on the project as the lead programmer. I was responsible for all gameplay and most of the UI programming. The elemental reaction system was made to cause certain coloured elements to create other elements when they collided.
Also on the project were : Andreas Keopke (2D artwork), Logan Medford (Audio Designer), Steven Nobrega (Audio Programming), Randy Orenstein (Game Designer), Marko Ristik (Main Menu Flow), and Jenny Sherwood (3D modeller)
Defend your home from the vicious Wyrm Priests! Luckily, they are not the brightest of opponents, and can only follow paths set out for them in advance! Employ your strength as the Wyrm Commander, and place down powerful wyrms to protect your palace!
I have always been a fan of Tower Defense games, and Wyrms Tower Defense was my first practice project implementing some of the systems from a Tower Defense game. Players can place towers, and towers automatically defend the track as enemies run down the track. After towers are placed, they can have their target priority set and are also upgraeable. Currency is earned when enemies running up the path are destroyed.
I worked solo on the project.
3D Model for Wyrm Skull created by : João Pedro Grandinetti