TEAM PROJECTS

CORPSE PLAY / Unity3D

QUICK INFO:

ROLE: Level Designer / Systems Designer
ENGINE: Unity3d
GAME TYPE: 2d platformer
BUILD TIME: 72 Hours

OVERVIEW:

Made in 72 hours for Global Game Jam 2012 in the Unity engine, Corpse Play is a ten-level 2d platformer. Players control an immortal golem who uses corpses to solve puzzles.

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CAPT. BLOOD & THE BLACK WITCH

QUICK INFO:

ROLE: Level Designer / Systems Designer / UI Artist
ENGINE: Unreal Development Kit
GAME TYPE: Simul-turn strategy game
BUILD TIME: Sixteen Weeks

OVERVIEW:

Capt. Blood & The Black Witch is an open world trading and piracy game centered around three nations struggling for power in a time of airships. The player is Captain Blood, a dread pirate who trades goods, upgrades his ship, explores the world and robs trade ships in turn-based combat.

DESIGN GOALS:

+ Create and balance economics system
+ Design one-third of the overall world
+ Design and create art assets for User Interface and icons

DESIGN PROCESS & GAMEPLAY CONSIDERATIONS:

Capt. Blood hinges on giving players the feeling that his actions affect the entire world. I helped design a dynamic economic system in which the player can affect the wealth of individual cities, thus affecting the number of overall trade routes, the difficulty of the trade ships traveling those routes and both the prices and kinds of goods, weapons and ship upgrades each city carries. Additionally, I handled the overall look and feel of the second continent, the Chun Empire, designing three combat maps for the region.

SWORD OF BABYLON

720p Playback Available

QUICK INFO:

ROLE: Matinee Cinematic Designer
ENGINE: Unreal Development Kit
GAME TYPE: 3rd Person Action
BUILD TIME: Eight Weeks

OVERVIEW:

Sword of Babylon is a third-person, 3D action game that puts players in control of Mashu, the son of Gilgamesh, who faces an ancient monster to decide the fate of Babylon. The game is a a boss fight level taking place at the end of a proposed game. The monster the player fights has three different stages of attacks.

DESIGN GOAL:

+ Script in-game cinematics that communicate major changes to the story, gameplay and environment

DESIGN PROCESS & GAMEPLAY CONSIDERATIONS:

The game contains three major stages of the boss fight: the initial close combat fight, the secondary stage where the boss flies into the air and launches energy spheres at the player, and the final stage where the boss returns to hand-to-hand fighting, but more aggressively. I crafted four in-game cinematics that bookended each of these stages. The cinematics effectively show each transition in the boss fight.