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The Demon (Work in Progress)

Game: Dragon Age: Origins.

Began: March 2010

ETA: On hold

"The Demon" is an all-new campaign built with the Dragon Age Toolset.  This is a story-based mod that casts the player as a recently deceased human noble whose spirit has lingered in the world of the living.  The player must discover why this has happened.

Goal: My goal for this project is to create a scripting and story heavy project on a larger scale than any I have done previously, while also becoming familiar with a new engine.

Planned Features:

  • All new story set four years before the events of Dragon Age: Origins
  • A new town full of NPCs to converse with
  • New "Fade" spells and abilities
  • Custom levels, textures, and effects
  • A new character background and other minor adjustments to character creation
  • Multiple dungeons to explore and conquer
  • New quests
  • New characters to help in your journey

Preview screenshots to be posted as they become available.

(Most recent screenshot update: 06/23/10)


 

Test Chamber 17.5

Game: Portal.

August-December 2009

The level is a secret test chamber that the player encounters before reaching the two final test chambers. It therefore presents a high level of challenge without reaching the extremes of the final level.   The player must activate switches, avoid damage, defeat turrets, and escape the test chamber alive.

Goal: My goal for this level was to develop a level that focuses on puzzles instead of action.

Tasks:

  • New single-player level built using the Hammer engine
  • Constructed and textured BSP, added lighting, placed props, and created 3D skybox
  • Designed and scripted puzzle sequences
  • Added ambient sounds

 

The Road Less Traveled

Game: Fallout 3

August-October 2009

(Thesis work June-December 2009)

This mod was developed for use in my Master's Thesis.

“The Road Less Traveled” is a mod for Fallout 3 containing a new zone and quest. The new area exists south of the Capital Wasteland, accessed by an old sewer tunnel. It takes place in the normal Fallout 3 timeline and is accessible at any time after leaving Vault 101 for the first time. The area contains one quest with a dungeon and five optional mini-dungeons. The main quest begins in the sewer tunnel when the player finds a log in a computer terminal detailing a secret weapons cache hidden in a mountain facility called “Fort Six.” A particularly nasty group of raiders called the “Pale Knights” have taken over the facility in which the cache is located. The player must infiltrate the facility, defeat the Pale Knights, and claim the rewards within the facility.

Goal: My goal for this level was to create a large and interesting environment that allowed for exploration, while also containing a simple linear quest for the player to complete.

Tasks:

  • Single-player mod built using the G.E.C.K. editor (Gamebryo engine)
  • Built terrain overworld with seven small interior dungeons
  • Added enemies and placeables in dungeons
  • Scripted function using the Fallout Script Extender (FOSE) that tracked the player's movements through the mod and collected the data for analysis
  • Wrote a small quest 

 

Neon DM-17

Game: Unreal Tournament 3.

February-March 2009

"Neon DM-17" takes the essence of the popular Quake map "DM-17" and expands upon it.  "Neon DM-17" is a Deathmatch or Team Deathmatch map for Unreal Tournament 3.  Set in a futuristic cyber-space/virtual reality world, "Neon" supports up to 16 players and has an incredibly frantic, high speed feel.  Players need to move quickly around a central platform and a variety of floating platforms in order to survive the cacophony of chaotic carnage that this map encourages.   Players have access to a variety of devastating weapons and a plethora of power-ups that help them survive and dominate.

Goal: I had two goals for this level: to change the classic "DM-17" design without sacrificing the frantic chaos it encourages, and to create a visually unique cyber-space/cyberpunk visual theme.

Tasks:

  • Multi-player deathmatch/team deathmatch level built using the Unreal 3 Engine
  • Created a simple set of grey textures that I was able to manipulate using Unreal's Material Editor to create a wide variety of transparent, glowing materials
  • Constructed and textured all bsp, placed and re-skinned in-engine meshes, re-skinned a starry "sky sphere" twice and overlapped them to create a unique sky, and added lighting and music
  • Stragegically placed weapon and ammo pickups
  • Placed and linked a variet of portals, including large invisible portals at the bottom that prevented falling death
  • Placed jump pads to allow for quick movement through the large level
  • Built a simple elevator mesh using 3D Studio Max and animated it using Matinee 

 

The Zombie Problem

Game: The Elder Scrolls IV: Oblivion

November-December 2008

A crazy npc located in the Imperial City Market District starts ranting to the player about zombies. Before running off, the npc manages to mention a cave in the mountains near Chorrol. Intrigued, the player decides to investigate. On the other side of the cave, the player finds the small village of Keatonville, which zombies have overrun. The player’s task given by the survivors of the village is to solve the “zombie problem” and find out (and stop) the cause. The player may also find various possessions of the villagers that have been lost during the chaos.

Goal: The goal for this project was to learn about modular level design while creating a short but fun adventure.

Tasks:

  • Single-player mod built using The Elder Scrolls Construction Set (Gamebryo engine)
  • Created two new quests, including journal entries and NPC dialog
  • Built a new outdoor terrain area, with five houses and two small caves
  • Created new weapons and armor using available in-engine assets as a reward for completing the two quests
  • Added lighting and meshes
  • Created and placed customized enemies: special zombies and a necromancer
  • Wrote quest scripts 

 

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