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Group Student Projects

Entropy 2.5
 
9/15 - 4/16
Gameplay Scripter / Designer
UI/UX Designer
VFX Design
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A 2.5D action game where 1 - 4 players compete to collect points while avoiding obstacles created by player movement.
Made in Unity3D with C#.
 
As a three person team we all had to wear many hats making this project. For myself, that included scripting, gameplay design, content design, and UI/UX design.
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For gameplay I designed and initially implemented the three main abilities players can use to directly influence the field. The design goal was to have ways players could interfere with each other, but without direct combat. As such, I designed abilities that could influence the hazards and their paths, which resulted in silly, but still quite tactical indirect combat.
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For UX/UI I designed, created, and laid out all of the UI, HUD, and menu assets. Due to the fast paced nature of the game, we wanted a UI that was minimal and gave the info that was needed at a glance. After many iterations we decided on the version in the posted videos.
 
Another one of my tasks was to create the 3D models that were used for the player ships and the hazards players release on movement.
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Lastly, I created a large number of particle effects to play for different moments of gameplay. Player deaths, goal collection, new players taking the lead, and just general background effects were all part of what I made. I also scripted dynamic systems that would alter them in different ways based on how gameplay was flowing.
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I worked closely with my other team members to also push the User Experience as far as we could. We wanted to have all of the feedback possible to make the game visceral and match the fast paced nature of the gameplay. We added screen shake, flashes, numerous shader effects, colors changes, and UI based particle systems to really bring it all to the next level.
DominateTV
 
9/14 - 4 / 15
Gameplay Scripter
UI/UX Designer
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A 3D first-person couch-play shooter where players customize their robots to try and defeat their opponents. Made in Unity3D with C#. Early stages of prototyping were made in JavaScript.
 
On this project I collaborated with my team on the design of a large collection of parts which gave new abilities and enhancements to the player robots. Initially, I was helping to design and script them.
 
After that, we gathered data from testing, which I helped use to balance the different builds and combinations players had access to. By making more builds viable, the game was more fun due to the vast diversity of choices.
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I also created all of HUD and UI elements, including their designs and assets. I created flow charts, mock-ups, and art assets that we used to help convey information to players.

 

The White Wall
 
1/13 - 4/13
Gameplay Scripter
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A 2D platformer where the player must flip the level to complete puzzles. Made in DigiPen's proprietary engine, Zero Engine.
 
On this project, it was my job to do the majority of the scripting. I implemented the primary level-flipping mechanic (and the majority of the other scripts) in Python.
Entropy
 
9/12 - 12/12
Visual Designer
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A 2D action game where the player must collect points while avoiding permanent obstacles created through their own movement.
 
On this project, I as a part of all design related discussions. I helped make decisions ranging from feedback to small gameplay tweaks.
 
In addition to design, I was also responsible for generating all artwork for the game.

Solo Student Projects

DungeonCraft
 
1/16 - 4/16
Creator and Mastermind
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DungeonCraft is an automated dungeon generation system. It uses a list of pre-made rooms and objects and places them in randomized layouts which the user can then save out to a file.
 
That file can then be loaded again within the project, allowing users to keep their favorite floor layouts for later.
This project is made in Unity3D with C#.
 
Made as part of an independent study, this project was made to help demonstrate my strengths in UI/UX and scripting.
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I purposefully slowed down the algorithm that generates and places rooms so that the user can view the placements in real time. This makes the tool visual and more fun as you watch it fill up the space.
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One of the stretch goals was to add a menu for changing parameters, such as room types, room count, and objects per room. However, since this was a single semester project and I spent a lot of time making the system more visual, this ended up not becoming a part of the final turn-in.

 

And this is just a sample of my work. If you would like to contact me...
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