The Land of The Small and The Large
When designing this particular level for the Lost Adventurers, the concept was inspired by the movies Honey I Shrink the Kids and Honey I Blew Up the Baby. In that regard, we wanted to show the world from the perspectives of both the shrunk and enlarged scales.
Roles: Producer, Systems Designer, Level Designer, UI Designer
Tools: Unreal Engine, Photoshop, Maya, Fruity Loops
Inspirational Reference
When creating the Lost Adventurers, the inspiration came from the movie Honey I Shrunk the Kids where the children of a family are shrunk down to the size of an ant and have an adventure before becoming normal sized again. Our goal was to present the player with various challenges that they would need to overcome while shrunk down in size, this includes getting into hard-to-reach spots and activating pressure pads. Additionally, the player had to collect small objects found scattered around the level, upon collecting them all and returning to normal size, the player won the game. This research helped us better understand camera perspective and enabled us to better learn how the world of our game can be showcased from differently depending on visual perspective.
GDMS Project
Pages Through Time Toybox Preview
This level was designed to test many of the base systems and functionality I plan for Pages Through Time.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine and Photoshop
Inspirational Reference
Originally, I was going to work on this title to showcase using games as educational tools. My initial concept was going to be to use Pages Through Time to teach and showcase history from the Ancient Egyptian era forward. I did however replace this project with something that I felt was more realistic to my thesis research on video game’s role in education. My research on different approaches to using video games came from different sources including scholarly and non-scholarly sources to try and help explain what is and what could possibly be in the future for video game’s role in the education of tomorrow. My research here helped justify my desire to create educational games by showcasing to me that enough testing and research had been conducted. I was then able to dissect the information further and apply it to creating Mrs. P’s Classroom.
Personal Project Developed During GDMS
Pages Through Time: A Passage in Time
This project was a prequel to the work going into Pages Through Time. The primary purpose of this story was to obtain the original book of time from the cave and escape alive.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine
Personal Project Developed During GDNBS
Dude, Where’s My Mummy
In this game, the player is on a mission to obtain a book from the temple of a necromancer. The player has to survive some traps and other world hazards, collect several objects, such as the necromancer’s staff and book, and leave the cave before the necromancer can awaken.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine
Inspirational Reference: The Mummy, Directed by Stephen Sommers
GDNBS Project
Calamity
Calamity is a space station-themed action game in which a group of unknown creatures attempts to control and destroy the space station orbiting around our planet.
During this thrilling experience the player must defeat several enemies before escaping the space station via an escape pod, but be careful parts of the ship are breaking apart.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine and Photoshop
Inspirational Reference
Calamity did not really have any research involved; this was an extremely quick game design in which I had under a week to produce. Instead, I used pure inspiration and molded that vision into my design. My late father was a huge James Bond fan and one of his favorite movies was Moonraker which inspired my design for the sequence of events leading to the destruction of the space station and the players escape.
GDMS Project
Jump n Jax
Jump n Jax is the story of a spider who went out one day and traveled a little too far from home. The spider needs to get home before it becomes dark and loses the ability to see where they are going. Along the journey back home, the spider can complete three additional side quests before arriving at the final destination, the spider’s home.
However, being a frail spider in a big world also means the spider must travel carefully. Using their webs costs the spider health in return, but that’s okay because there is always an Ant or two lying around for the spider to eat and regain health.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine
Inspirational Reference: A Bugs Life, Directed by John Lasseter, Andrew Stanton
GDNBS Project
Terrain building GAEA to Unreal Engine
In this video, I explain the process of creating landscapes and height maps using GAEA and how to import the created landscapes from GAEA into Unreal Engine. I then conclude by applying some materials to our landscape and testing our level.
Roles: Sole Designer, Developer, and Producer
Tools: GAEA and Unreal Engine
Tournamental 2304
This game is a three-level tile-based experience where the Player has a set amount of time to complete each level. The levels are crafted to get progressively more challenging by increasing the number of world hazards that become obstacles in the player’s path.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine and Photoshop
GDNBS Project
Tournamental 2304 – Materials Explained
In this video, I briefly overview how I altered the base project to enable me to use different materials depending on the level the player was engaging with.
Roles: Sole Designer, Developer, and Producer
Tools: Unreal Engine and Photoshop
GDNBS Project