Graffiti Club Earth Temple
Graffiti Club Earth Temple Read More »
Wrong Line Of Work The goal of this project was to put together a single level that has basic mechanics, and conduct a series of playtests, within the span of a single month. Long story short, it went reasonably well and I had an explorable level that playtesters enjoyed. This level fits in an exploration
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Background and Showcase For my Project and Portfolio IV class I was tasked to, essentially, just design a level for a game. This included planning a design document, putting together the blockmesh, developing the mechanics, and finally conducting some playtests. At the end of every week, of the four weeks, we upload a build and
Wrong Line Of Work Level Read More »
Background and Showcase This was the second project my team designed in our Game Mechanics II class. Me and four other classmates worked together to design a 3D FPS using the bare minimum premade content they gave us. To be frank, in the end I don’t think we used much except for the player start
Worms the Zombie FPS Read More »
Background and Showcase This was the first project my team designed in our Game Mechanics II class. Me and four other classmates worked together to design a 2D sidescroller platform using the bare minimum premade content they gave us. To be frank, in the end I don’t think we used much except for the player
Hatzo Side-Scrolling Platformer Read More »
Background and Showcase This project was developed in the less aptly named Project and Portfolio III class. The general concept we were learning was design documentation using Trello. We were all invited to a premade Trello group that had all the sections we were learning about. Mainly a part for design ideas, then a part
Tile-Based Game Tournamental Read More »
Background and Showcase Fourto Temple was my second jump into level design. In our aptly named Level Design II class we were given, essentially, the same project files as Level Design I. Same character, same premade model, and same creative vision document. The main difference this time is that we were tasked with development of
Background and Showcase The Forgotten Kitsune Valley was my very first jump into level design. We were tasked in our aptly named Level Design I class, to put together collages of inspiration and design a level. We were given a premade project that included a character who could jump, climb, and open chests. We were
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