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| Eclipse : [Source/Hammer] NEW - Eclipse named finalist in the 2006 IGF Mod Competition! www.igf.com Eclipse is a 3rd Person action game demo built using the Source Engine. The gameplay focuses on exploring magical environments and observing what objects can be interacted with, then using your magic spells to throw these items. Interactions with these items includes destroying the environment and objects within, solving puzzles, and engaging in combat with the creatures that have taken over your once idyllic home. My role in Eclipse included Level Design - the design and implementation of our team's design, art, and code - and Production. As Associate Producer, I managed the project's time and resources, in order to meet the level of polish that one expects from a team of professionals. More information is available at www.eclipsegame.com. |
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| Assault on the Strider Base: [Source/Hammer]
This 4-part map pack focuses on recreating the great gameplay from Half-Life 2, from the eyes of three characters we've set loosely in the HL2 universe. My role on this project was to design, build, and implement the final level of the map pack. In it, you play a character who must find a way back to a captured base, then defend it in an Alamo-style combat sequence. My goal for the level was to create an environment that feels like a part of an immense urban setting, and place the player in a series of intense combat situations. The gameplay moves from one on one combat with enemy soldiers, to an ambush sequence inside a basement, followed by a cat and mouse area in a back alley. Afterwards, the player will reach the base and experience an assault by Combine troops, only to be aided by an unlikely new ally. All of the exploration and combat is accompanied by interactive and ambient scripted events, made possible with Half-Life 2's powerful scripting tools. |
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| Rum Runner: [F.A.K.K. 2/Q3Radiant] After a 3 month internship at Gearbox Software as a Level Design Tester for Brothers in Arms, I joined Shifty-Eyed Parrot Productions, the Guildhall team in the midst of developing a singleplayer FPS game using Ritual Entertainment's Heavy Metal:FAKK2 engine (October-December 2004). Rum Runner is a swashbuckling pirate game set in the future. You play as Ramirez, a pirate out for revenge on the devils who destroyed his ship (yarrr). This project was also an exercise in the difficult act of creating not only a game that was fun and beautiful, but funny. My tasks for Rum Runner included model and texture creation, shader creation, and the detailing out of both the opening tutorial level and Pirate's Lair level. I also did some additional scripting on these levels. As this is a modified version of the FAKK2 Engine, we were unable to release this project. However, I am happy to answer any questions regarding the demo. |
| Caldera Runners : [Unreal 2k4/UnrealEd] Caldera Runners is a Mod for Unreal 2k4 developed in my 2nd term at the Guildhall. The setting was post-apocalyptic; a giant super-volcano beneath Yellowstone National Park exploded, forming a Caldera and plunging the world into Nuclear Winter. Gameplay in Caldera Runners is set around a race between two teams. Each side has a team vehicle and team objectives. When an objective is destroyed, the team vehicle slows down. Objectives can be repaired and destroyed throughout the race, creating a tug of war between the two teams. This gameplay pushed the limits of the Unreal engine and it's ability to function over a network. On this three month project, I was producer, game designer, level designer, and also contributed to the art pipeline Caldera Runners Rig. |
| Dust Defender: [2d GameDev Kit] During my golden age of gaming, several games kept me up til all hours. One of these was Jackal on the NES. Dust Defender is a 2d top-down game I created in my first term at the Guildhall. You take control of a tank and fight across the desert using multiple weapons, three enemy types, and bonus pickups. I worked with artist Brett Lemke on this project, who created the character sprites, interface art, and texture tiles. My role was to design the game and implement the art, music, and gameplay using the Scolling Game Dev Kit. I was also able to create some of the world textures used, namely the crashed plane and robot (See right). |
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