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Dogball - Half Life 2: Episode 2

Download this level here.

Dogball features significant scripting work, with timed rounds of play, activated/deactivated goals, score detection/incrementation/display, a ball-retrieval system and a complex system of behavior for Dog including offensive and defensive modes and reactions based on the player's actions. I was able to get Dog to respond to incoming shots and shoot his own quite effectively, resulting in a tight, entertaining and unique Half Life 2 experience.

Development Time: less than 4 weeks including design doc.

Prison Break - Gears of War

Download a brief analysis of this level (with screenshots), in which I share my design vision, the challenges it presented, and my solutions and final implementation.

This is a stealth-action mission set in the Gears of War universe. Marcus must free Dom from a remote, Locust-occupied prison facility, avoiding detection or else dealing with alerted Locust. Moving spotlights that trigger enemy-spawning emergence holes guard the path to the prison entrance. The Berserker, a blind yet deadly creature that tracks Marcus by sound, provides an engaging climax to the whole experience.

Development Time: less than 8 weeks including design doc.

DM18 - Unreal Tournament 3

This sixteen-player Unreal Tournament III DeathMatch map takes place on a satellite orbiting the earth. The play-space partially mimics the classic Quake 3 Arena “DM17” level flow, with a modified, mirrored take on that layout. Significant gameplay features include a fast-paced, jump-pad focused level flow and a distant ring of platforms orbiting the level for power-up hunters and snipers on the go.

Development Time: less than 4 weeks including design doc.

Lost Treasure of Boethia - Oblivion

The player happens upon the small village of Layette in Cyrodiil, hearing from the village leader about a lost relic of the Daedric Prince, Boethia, hidden in a nearby cave. The player must locate and explore the cave, fighting through a variety of daedric creatures before encountering a shrine to Boethia, where the player soon learns that all is not as it seems... Sub-quests include assisting the village alchemist with collecting ingredients for a special elixir, and rescuing a man imprisoned by goblins in a sub-section of the nearby cave.

Development Time: less than 5 weeks including design doc.

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