Well I swore I wouldn’t touch depth of field again, but I suppose I made a liar out of myself. In this project, I wanted to replicate some of the aesthetics of Rocksteady’s Batman franchise. I chose to go with lots of pipes and smoke and steam, with industrial buildings and moody lighting filling the whole thing out.
Arkham Gasworks was designed to be a UT Deathmatch for 6-13 players.
Cliff-side was made in three days with the Unreal Development Kit. The goal of this was to put the latest UDK build through its paces, and focus on a terrain-heavy level.
In this level the player will encounter multiple levels to occupy, from a feast hall, to a tightened corridor, to a spacious wooded area, to a storage pit, and to the edge of a cliff over looking the surrounding islands. I set a constraint of using as much of the UDK’s “NEC” pack as possible. The level is 95% NEC, with a few BSP’s and materials thrown in the mix.
Horror Beneath The Sands was a Full Sail University Final Project game Built With UDK.
Over the course of four months of development and testing, we designed a 15-20 minute 2.5D Platforming game. My main job was production and design.
As Producer, I managed our asset pipeline, scheduling, workflow, and job allocation. I would host multiple meetings a week and keep the team updated through email and text. I also implemented naming conventions and and managed our backlogs.
As Technical Designer, I worked along Andrew Gaubatz and the Full Sail lab techs in implementing custom game scripts. Major scripted work I participated in was Metal Boots, world parameters (such as gravity, damage, and speed), and asset implementation.
As Level Designer, I worked to keep the aesthetics of each level consistent. I also solely designed both the tutorial and final levels. The final level was a moving platform that the player needed to keep up with while avoiding obstacles and platforming the environment.
This is a level that I made in three days. I wanted to do something that was mostly static mesh, so that’s what I did! It is composed of mostly UDK assets, although some public domain and personal assets are used as well.
Forward Observer: Echo is meant to represent a section of a large single-player experience.
Sludgeworks Echo is the spiritual predecessor to the more fully realized “Forward Observer: Echo”. This is a very small multiplayer map that I created in just under 8 hours. The map has a main area, a deck, and a basement. In the basement is a portal that can shoot the player back up to the deck. This map is fully ready to go for multiplayer.
Terminal Derailed is a single-player level, set within a third person shooter environment. The goal is for the player to infiltrate the (seemingly) locked train station, make their way to the train, clear the rubble, and take it to the next destination. The player must fight enemies, find weapons/powerups, and make it to the train. Terminal Derailed was developed by a four-man team over one month.
My chief job was Level Design. I am responsible for 90% of the backdrop and terrain. I also did BSP work and meshes. I also spearheaded most of the materials, in an effort to keep a consistent theme for the entire level. Nothing, however, was a complete solo effort, as there was one other team-member who was also concerning himself with meshes and BSP.
Do The Deux was a game made for MolyJam12, a 48 hour game jam centered around the fictional works of the faux Peter Molyneux, Peter “Molydeux”. The constraints of the contest were centered around theming games around his tweets, so we chose to make a platformer where the player is searching for the green pixel. I was the sole Designer/Programmer of the project, and put out all the content in under 48 hours. I was responsible for all Kismet, UnrealScript, Mechanics, Level Design, and more!
I take credit mostly for implementation, however. I was in a great little team of guys that were fantastic with brainstorming, and coming up with key gameplay moments.
I’ve always been a huge fan of Unity’s terrain editor, so I decided to make a map that focused on that over anything else. Tundra is a first person single-player level scripted in C#. The player must make it to the wreckage of their ship, find that it’s destroyed, hunt for a tool, and get the wrench – only to realize that a wrench can’t put out a fire! All code and terrain was done by me, and the models were found on the internet.
For this level, I was tasked with elaborating on a concept that was already given to us. Working off a pre-existing level created by UDK Svengali Hourences, I built this hallway and conservatory as a completely original and independent addition to the already supplied resource.
For the 2012 Global Game Jam, the theme was Ouroboros, so we decided to go with a nordic spin and make it about the world snake.
In 48 hours, our team built an engine from (nearly) scratch, created over 100 art assets, 70 FX’s, 4 full-length songs, and over 9,000 empty cans of Red Bull!
My primary job was mechanics and level design. Once we had the mechanics all hammered out, I bitmapped the level and gave it to the programmer, who later skinned little clouds over the white bars. We were the only fully functioning Kinect game in the entire Game Jam.
Below is concept art, design graphs, and gameplay stills.