[Work in Progress]
Team Members: 18 (5 Artists, 10 Level Designers, 3 Software Developers)
(1 Level Designer Acts as Associate Producer and 1 Software Developer acts as Game Designer)
Development Time: Four Months
Role: Level Designer/Scripter, Art Manager Created Fully Custom Menus & Matinee Sequences
Responsibilities: Design and construction of first area of the game, used Unreal Scene Manager to create game menu and create the Unreal Script classes for them, used Unreal Cascade to create placeholder particle systems, use Unreal Matinee to reduce the workload on the one animator and create in game cinematic sequences. I was also required to act autonomously in the process while still checking in for approval of work. In addition to the above tasks that I did in terms of level design, I also volunteered to create the installer and maintain the build for each project milestone. Additionally during the course of the project, I was asked to take on the added responsibility of managing the art team where I created the task lists and approved the technical aspects of the art from five direct reports.
Engine Used: UE3 (Unreal Tournament 3)
Description: The Chronos Project is a single player third person game putting the player in the role of a 1950’s military science experiment with the ability to manipulate gravity. The player uses gravity powers to escape the research facility before its destruction. Barring the player’s way are robotic security forces and a series of environmental challenges which they must overcome.
The setting Immerses the player in a military research facility containing an extensive mix of 1948 high technology and pulp science fiction.
Team Members: 9 (3 Artists, 3 Level Designers, 3 Software Developers)
(2 Level Designers were assigned to the project as Software Developers)
Development Time: Eight Weeks
Role: Programmer "Lite"/Scripter, Created All Custom Particle Systems
Responsibilities: Reported directly to Lead Software Developer, Create Particle Systems, Create and Modify Code Classes and General Fire Fighting
Engine Used: UE3 (Unreal Tournament 3)
Description: Final Act puts the fate of the timeless battle for control of the underworld in the player’s hands. Players choose between the Light and Dark, then jump into action as a minion of their chosen faction’s god. The primary goal of each side is to destroy the other’s soul well, located deep within enemy territory. These soul wells taint clean mortal souls to satisfy the gods of either the Light or the Dark. It is from these tainted souls each side draws its power. Once destroyed, the losing faction’s gods demand sacrifices to make up for the lost flow, and instantly kills all of their minions in order to secure their souls. If no team can destroy the other’s well, the team with the most souls that have streamed from their well will be the victors.
Team Members: 4 (1 Artist, 3 Level Designers)
(1 Level Designer acted a Software Developer and 1 acted as Sound Design)
Development Time: Eight Weeks
Role: Project Lead & Lead Software Developer/Scripter
Responsibilities: Meetings and Documentation, Maintaining Direction, All Code Changes and in Editor Scripting
Engine Used: Torque X
Description: The player controls a top-like space Drill whose mission is to punch through the center of the Earth, shattering it. To reach the planet, the player must penetrate Earth’s automated defense systems, evading obstacles and enemy fire while retaliating with a variety of weapons. After smashing through the planet, the player must escape the debris, bringing her face-to-face with Earth’s final defenders.




