Game Projects
Little Miss Aligned
Level Designer, Environmental Artist, Head of Marketing, and Voice of Hannah's Mother.
Little Miss Aligned is a puzzle game developed in Unity, where the player must use 2D logic to solve 3D puzzles.
Click title for more details.
Software Used: Unity, Maya, and Photoshop.
Awaken
Lead Level Designer, Environmental Artist, Lighting, and FX Artist.
Awaken is an award-winning first person exploration game where everything is not as it seems. The game features an intuitive dialogue tree with binaural sound that lets you decide the outcome of important events.
Click title for more details.
Software Used: UDK, Maya, and Photoshop.
My Nuts
- Spinbyte Studios
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Level Designer, Environmental Artist, Game Designer, and Marketing.
My Nuts is a 3D launching game where the player takes on the role of a flying squirrel who is chasing down the truck that has stolen its nuts. Players will collect acorns and avoid obstacles in order to complete levels and achieve the goal of catching up to the truck with the pile of nuts.
Click title for more details.
Software Used: Unity, Maya, and Photoshop.
Badlands: Max Carnage
- SHG Studios
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Unity Generalist & Project Manager.
Contract work through Spinbyte Studios
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Software Used: Unity, Maya, Photoshop, & Hansoft
The track features three key moments: Oversize Beach Toys, Sand Castle, and a Crab.
It is a looping track that starts and ends at the bottom of the image.
End of first moment on the track. The player has to navigate through an area filled with oversize beach toys.
Second moment on the track is a sand castle. Players can choose to take the longer outside route or the close corner secret passage.
Third moment on the track is to not get crushed by the crabs pounding claws. Players can take the chance or go around it.
Beach Racer
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Level Designer, Greybox Modeller, and Scritping.
A toy car racing on a homemade track at the beach. The track includes three distinct moments and a few shortcuts.
Modified an existing Unity race track package to enhance functionally. Tested and tuned for the player to be able to react and recover.
Software Used: Unity, Maya, and Illustrator.
Including all three parts (Introduction, Testing Area, and Challenge)
Including all three parts (Introduction, Testing Area, and Challenge)
This area teaches the player to explore and understand the mechanics of the game in a relatively safe environment.
Area where players are taught the mechanics of the game through scripted instruction pop ups.
This area tests the player on the skills and mechanics they learned.
Skill and understanding of the mechanics are needed to pass this area's guard.
This section challenges the player and their understanding of the mechanics.
With two AI robots traveling in opposite figure eights, the player has to takes some risks to beat this section.
Stealth
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Level Designer, and Scripting.
Players must escape the area before someone notices you have left your cell. Players must plan their moves carefully and find the right way to sneak by the guards without getting caught.
Software Used: Unity and Illustrator.
Greybox of playable areas including paths, pickups, and spawn points.
Site visit to take pictures and ideas for layout of the playable map.
Playable area of the map.
Locations where most gameplay/deaths will occur.
Playable area of the pap with pickups and spawn points.
This part of the map involved a long stretch with no cover. In the center there was a raised area with different kinds of guns and ammo.
High elevation gives an advantage point but little to no cover on the red base.
Less elevation on the blue base but increase cover for defense.
Capture the Flag
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Lead Level Designer, Environmental Artist, and Lighting.
An Unreal's UDK Capture the Flag map that is based on rooftops existing buildings. Players must work cooperatively to navigate, protect, and capture. Built in UDK with BSPs and static meshes. Tested with teams of four to six.
Software Used: UDK, and Illustrator.
This is an image from one of the lighting test that were done on this project.
Inspired by blue prints of old asylums found online. Most asylums had two main halls of rooms. Some were used to separate different sexes, others to separate severity of mental health.
General layout built in UDK. Main gameplay elements and rough animations included.
At this stage I work with two tester to ensure the game was fun and playable.
Final layout of the map. Main changes that were made from beta to final were based on bugs that were found and set dressing.
I found this area interesting to play with natural and source lighting.
ELM Asylum
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Lead Level Designer, Environmental Artist, Lighting, and FX Artist.
ELM Asylum has been abandoned for years. Escape and save yourself. Fully functioning one level game using tools within Unreal's UDK game engine. Worked with testers to reduce errors or faults.
Software Used: UDK.
This project was a compilation of different investigations within UDK.
Soft sounds of waves can be heard from the open window.
Small animated lights to simulate candles flickering.
Animated fan and dynamic lighting.
Oceanside Lounge
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Environmental Artist, Lighting and FX Artist.
Relaxing sitting room in a small house on the beach. This project investigated more advance tools within UDK [Vertex painting, cloth physics, particle effects, materials, animations, and sound volumes.]
Software Used: UDK, Photoshop, Maya.