July-December 2009
Braveheart: Primae Noctis is a Stealth-Action single player game built using the Unreal 3 Engine for my team capstone project. The story is loosely inspired by the movie Braveheart.
The player controls Cora Keith, a Scottish woman who is infiltrating an English lord's castle to get revenge for her sister's rape and murder. Using her own skills and the powers granted by two Scottish fairies, Cora must maneuver from the underground dungeons to the lord's own chambers in order to exact her revenge.
My Responsibilities:
For this project, I was put in charge of the visuals, scripting, and gameplay polish of the tutorial, which takes place in Cora's dreams as the fairies grant her their powers. The level is split into three distinct sections, each representing and built for one of the three forms Cora can assume.
Additionally, I helped with the visual polish of the Dungeon level (texture and mesh work).
Tasks:
- Added textures, placed meshes, and created decorative BSP for already-created whitebox level
- Worked closely with an artist, who provided unique meshes and textures designed specifically for the tutorial
- Scripted tutorial messages and gameplay events using the Kismet editor
- Worked with programmers to set up tutorial messages and dynamically add powers as the player learns them
- Placed lights to create three distinct zones, each representing one of the forms the player could assume
- Helped with texturing and mesh placement in the Dungeon level (three rooms)
March-May 2009
Harvest is a multiplayer mod for Unreal Tournament 3.
Harvest mixes cooperative Left 4 Dead-style gameplay with the Onslaught gametype from Unreal Tournament 3 into a cel-shaded steam punk world where steam is primary weapon and the only resource to battle up to two powerful enemies. Players use the power of steam to fight off the Umbral swarm descending upon the abandoned city of Dunwich like a poisonous cloud.
The humans travel through two levels, city streets and a city park, battling the player controlled Lurker while activating enough steam nodes to boil away the swarm. The Lurker skulks and skitters around the city looking for the perfect moment to pounce for the kill to “hatch” the swarm, sending hundreds of a.i. swarmlings to attack the humans and end the game.
My Responsibilities:
For this project, I built the park portion of the "City Streets" level, as well as placing certain lights and meshes within the level. I was also in charge of building all custom particle effects within the Cascade editor.
Tasks:
- Built bsp, placed meshes and lights, and added textures for the final third of the "City Streets" level, a small park
- Placed bench and lamp meshes throughout the "City Streets" level, and added lights for the lamps
- Created teleport meshes that prevented the "Lurker" character from escaping level, along with a special material that faded in as the player drew closer to it
- Created two post process volumes that were used in both levels, which would switch out when "the swarm" was activated
- Built all custom particles using the Cascade and Material editors
- Re-designed "City Streets" level to allow for better flow
September-December 2008
The Leap of Fate is a 2D side-scrolling action game built using Torque X Builder.
The Leap of Fate returns Earth’s first and oldest superhero partnered with a most unlikely robot companion. This ironic duo parallels the amalgamation of “Old School”, 2D platform fun with “New School” Art and Action. The Leap of Fate is a comical, two-dimensional, action-adventure game that returns old school gameplay to a new school market.
My Responsibilities:
For this project, I designed the Factory level, and built and balanced the Factory, Mainframe, and Final Boss levels.
Tasks:
- Designed the "Factory" level
- Placed art assets, collision, enemies, implemented sounds, and power-ups in the "Factory," "Mainframe," and "Boss" levels
- Built three speed variations for conveyor belt platforms for use in the "Factory" and "Mainframe" levels
- Built all in-game menus
- Helped design boss encounter
- Balanced and implemented all enemies and attacks



