Personal Work
I believe that it's important for anyone taking a role in overseeing the development of a project to have a hands on knowledge of that product. As such, I've spent much time learning and creating in different gaming engines so that I can understand how the process works from multiple perspectives. Below are some examples of works I've done in order to better understand how to make a game from the perspective of team members other than producers.
The GauntletUsing UDK and it's standard assets, I wanted to create a tension filled moment with the player avoiding a strafing helicopter type vehicle while jumping over falling debris, holes, and an ever advancing wall of flame.
I was trying to replicate the feeling created by playing one of my favorite games from the PS1 days called 'One.' My goal was to understand more about creating those 'WOW' moments in games that we all seem to hang on to long after playing them. |
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The Sludge FactoryThe goal of this level was to recreate a level that looked like it could be an attachment to the famous 'Deck' level in UDK. I wanted to mimick the architecture and layout of the level while giving my version it's own personality as well.
My goal in this was to gain a better understanding of what goes where in level design, and how to create a realistic looking area while using a limited number of assets, as most level designers are tasked to do. |
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Black HoleIn the original version of this game, the player is a 'black hole' that needs to collect blue planets, which give the player points. The yellow suns make the black hole bigger and multiplies all point values. The red planets will deduct points from the player.
The idea was to balance the growth of the black hole with the inability to avoid red planets after growing to a certain size. |
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