Dream it
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Document it
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Design it
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Build it
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Play it
Dream it • Document it • Design it • Build it • Play it
I’ve always been deeply interested in video games. I started playing them when the Atari 2600 was first released, and haven’t stopped since. Over the decades, I have dabbled as a hobbyist here and there, learning the bare bone basics of the various aspects that make up a game, but never had a chance to really pursue the dream of being a creator as a career goal.
Recently, I made the decision that I have waited long enough to turn this hobby into something, and I enrolled at Full Sail University, where I am pursuing a bachelor’s degree in Interactive Technology with a focus on Game Design. My first year of studies is an associate’s degree in Game Development, and I am honestly blown away with how much I enjoy doing this work, and abashed that it took me so long to pursue this dream.
This page is going to be my journal as I track my educational progress, showing both myself and any future potential clients or employers what I am capable of accomplishing. Thank you for visiting, and I hope you enjoy your time here!
Cleanup Krew Game Jam
Video Coming Soon…
December 30, 2024 - January 05, 2025
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Initiated the call for a game jam amongst my fellow students.
Collected and centralized data and assets while maintaining version control.
Designed and scripted features, user interfaces, random level generator, and gameplay mechanics.
Provided oversight support to team members while collecting and implementing individual contributions within the working version files,
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Cleanup crew started as a class project to re-create the retro arcade classic “Asteroids” using Unreal Engine 5. Using this project as a reference, Cleanup Krew was developed to showcase 2D style gameplay in the form of a fully playable “Asteroids” mini-game that features cell shading techniques to simulate a 2D environment while using 3D assets. The main game is a third person, roguelike shooter featuring complex, random level generation on every play through, providing endless replay variation, exponentially increasing action that provides an intensifying thrill as the player advances through asteroid waves and the rooms fill with more and more asteroids to avoid and destroy, and a huge sense of accomplishment if they are able to survive until they reach the final room.
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Game Design/Development Contributions:
Main Menu graphic design, GUI elements, SFX and interactive element scripting.
Re-created the retro-style “Asteroids” game using my class final project as a reference. Added cell shading to recreate the black and white, 2D gameplay of the original.
Designed the elements for and scripted the logic controlling the random level generator. Each play through, this generates a map using a combination of open gameplay rooms and connecting corridors. Each room has a spawn point that will spawn the next wave of asteroids only when the player enters the room. The player can explore the map as they want, the waves will still spawn chronologically regardless of room order.
Scripted the game mode, controls and player logic required to switch between a top down, static camera game mode to third person, follow camera mode.
Created projectiles and scripted combat logic and aiming.
Designed and scripted asteroid spawning, movement and destruction logic.
Designed and implemented in-game UI elements, pause menu and UI logic.
Scripted player score, lives, and death mechanics as well as endgame and restart game functionality.
Teamwork:
Issued a 7-day game jam challenge to classmates
Developed GDD to provide theme and purpose
Facilitated the game jam for 7 days, checking in with team members each day and providing support and encouragement where needed
Set up centralized Google Drive folder to provide version control and easily share assets amongst the team
Updated working version of the game file each night
Collected uploaded contributions and implemented them within the game.
Distributed final packaged file to all participants to add to their own portfolios.
Facilitated a debriefing meeting to learn as a team what worked and what didn’t, and how we can improve the next time we challenge each other.
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Do you want to know more about this project? Click [here] for trailers, screenshots, project download link (if applicable), and more!
Magic & Mayhem
January. 2025 Portfolio 1 Final Project
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Magic & Mayhem was a class project for my first portfolio course at Full Sail University. The challenge was to create a level with three zones, where each zone had a different goal. We had to design two spells for the character to cast, and in each had to be used individually in the first two zones of the level, with the third zone being solved through a combination of the two.
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[placeholder for YouTube video walkthrough once available]
[placeholder for game download file once available]
Coming soon…
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[placeholder for YouTube video walkthrough once available]
[placeholder for game download file once available]