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Project: Hell's Laybrinth

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At A Glance
  • Created in Unreal Engine with blueprints

  • Implemented the following Game Mechanics:

    • Simple Objective System

    • On-screen inventory

    • A recharging flashlight

    • Item Pickup

Perspective:

First Person Point of View

 

 

Inspiration: 

Silent Hill & Resident Evil

 

 

Premise:

To challenge the player by using level design and moral questions. No map, no cheats. The starting concept was to challenge the overused tropes of the horror genre.

 

Iterations:

Allocating 3 months to building a Game Doc and 3 months to program the project, at the end of each week QA Testing was completed to debugging and implementing new game features were added at the beginning of the week

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Project: Berry Bananza

Game Title
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      At  A Glance

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  • Created in Unity with C#

  • Implemented the following Game Mechanics:

    • Custom player controller

    • Item, weapon, and enemy libraries​

    • Object Pooling for items and enemies

    • Simple AI Patrols

Perspective:

First Person Shooter

 

 

Inspiration:

RPGs

 

 

Premise:

The Question: "Can I create a FPS game suitable for children?"

 

 

Iterations:

Allocated 3 months to complete the prototype. Several versions were created:

  • 1st:  Auto-driving cart along the path.

  • 2nd: A controlled environment depending on the player's location.

  • 3rd: Focus on the optimization: object pooling.

Project: Cappy's Great Escape

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At A Glance
  • Created in Unity with C# 
  • Implemented the following Game Mechanics:
    • Modular Programming
    • Saved player information
    • Simple Enemy AI
    • Camera and Trigger Events

Perspective:

Third Person and Top Down

 

 

Inspiration:

Endless Runner, puzzle games, mini-games

 

Premise:

To create a game of mini games revolving around FPS, third person, and top-down, on its own level using one camera.

 

 

Iterations:

Building this prototype took three months. This was broken up into three stages:

  • 1st: Configure how the player would move. 

  • 2nd: How the puzzles would run into and around the player.

  • 3rd: How enemy AI will operate.

Other Collabrations

Outside of my daily tasks and/or projects, I always like to research and try new concepts game prototypes for different types of platforms--including board games. 

If you have received a special code from me, you may proceed to my current and past art commissions 
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