Game Projects
TV Horror - VR Experience
|
The game creates a dark, creepy atmosphere, with a strange creature sitting in front of a corner TV to begin with, telling the player they are not alone. The creature disappears in a sudden stand when you get close to it, and later reappears crawling around the air ducts on the ceiling. The player experiences the strange mishaps of the room, small TV turning on and off, strange eyeballs in the TV appears and looking at the player, flickering lights, strange breathing, and bloody prints over various objects in the room. While not necessarily your stereotypical horror game, this simulation is designed to show why being immersed in VR is not always sunshine and rainbows.
|
AZALA - 2D Platform Adventure
|
The design of this game was to create a combat-filled run through an old city-like area as an adventurer trying to get out. The goal was to give a slightly eerie feeling, and perhaps a feeling of ancient mysteriousness. The enemy combatants are to feel golem-like and ancient in appearance, drawing upon imagery from old Egyptian hieroglyphs. Each level increased in difficulty and changed up the theme, becoming more intense as the player navigates though the challenges. With a variety of mechanics, the player can jump, double jump, shoot, swing his sword, dash, and wall jump/slide his way through the ancient city to eventually find his escape. |
KOMA - 3rd Person Experience
|
KOMA is a 3rd person game that uses a dark atmosphere and minimalist environment pieces to give players a sense of reflection and thought. The ominous, yet serene background is supposed to represent the inner workings of a person's mind as they navigate to put things back together by collecting memories. The whole theme of KOMA is about fixing the environment to essential fix yourself. By moving tiles to proper positions and collecting fragments, this "proof of concept" game slows down the crazy environments of modern games and has the player move carefully and thoughtfully through the space. |
Small Game Projects
Burger Assembly - VR Interactive System
|
This project was designed as an exercise for a large system for a VR development class. The burger system randomly generates a burger structure out of the ingredients and displays them above the assembly counter. The user must follow the directions of the burger to assemble the correct order, before delivering it into the order box on the right-hand side. The serving plate notifies the user when the correct item or incorrect item is placed. Using and array of ingredients (defined by integers), the system generates a burger that will always have a Top Bun, Bottom Bun, and Patty. The rest of the ingredients are randomized, in the example to the left, the ingredients not generated are the 2nd pickle and a tomato. After the burger is served and the Order button is pressed again, a new burger order is generated and the original ingredients respawn. |
Toyland Adventure - 1st Person Demo
|
Created a short demo to show physics, projectiles, and textures for a environment class. Made an example game of an adventure in a land of toys as sort of a hypothetical experience. Mechanics include ability to swap weaponry from a foam ball gun to a discharging battery. The point of the mini game is to navigate across the toy structure from a sort of army man perspective and defeat the rubber duck mini boss. Total development time was only a couple weeks, primarily the goal was to create a unique environment for a potential game, in this case, a toy castle based off of a childhood block set. Experimented with a weight based object system, calculating out the difference in weights of the blocks allowing for interesting options in player pathing. One option was creating a 3D labyrinth utilizing the 3 different block weights, another was using falling blocks of different weight to injure the mini boss rubber duck. Instead, the rubber duck is injured by using only the spark projectiles from the battery, the original foam ball gun does not effect it. |
Shark Escape - Game Design Document
|
Created a game design document for a hypothetical game about a shark escaping from polluted waters. This document was done as practice for level design concepts and getting all ideas in order.
The entire document is available to view online and contains different topics such as level design, art style, level and menu sequence, sounds, and overall thematic goals for the game. While this game was never made, I enjoyed making this game design document and structuring everything before actually moving into production. This assignment taught me a lot about communication and pre-production in regards the the production pipeline. |