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Dawn of the Head-Crabs

Engine: Source (Half-Life 2, Episode 2)

Development Time: 4 weeks

Download: Dawn of the Headcrabs

With this project, I wanted to focus on exciting, dynamic gameplay. I created a house defense map where the player had many options on how to battle the continuing zombie assault. By giving the player many different tools to defend the house and having the zombies spawn from somewhat random locations, this map creates a unique experience on each play through.

 

Alone

Engine: Unreal Engine 3 (Gear of War)

Development Time: 8 weeks

Download: SP-Alone

 

With this Gears of War level, I tried to create a sense of apprehension and fear in the player. The player takes Marcus on a solo mission restore power to a factory. Several scripted events draw the player through the level and provide atmosphere.

  • Designed, documented, and built the level using UnrealEd (Gears of War)
  • Created a flashlight that the player picks up and uses to see in dark halls
  • Scripted a unique way to defeat the Berserker, and the subsequent ending
Mirror Mirror

Engine: Aurora (Neverwinter Nights)

This short module was created to learn and use NWN and demonstrate some scripting.  It includes some cutscenes, event scripting, and a rotating mirrors puzzle.

 

Download: MirrorMirror.zip

Infiltration

Engine: Source (Half-Life 2 Episode 2)

Development Time: In Progress

Download: Coming Soon

My goal with this project was to create a stealth AI system using only the existing entities in Half-Life 2, and to create an interesting environment that conveys that many things are going on around the player.

  • Designed, documented, and build this level using Hammer
  • Created "Stealth-Kill" mechanic
  • Created disguise system that enemies can still see through if the player gets too close for longer than a second
  • Scripted several environmental events to give the sense of a busy Combine base

 

DM 17

Engine: Unreal Tournament III

Development Time: 3 weeks

Download: DM-17

With this project, I was assigned to remake the Quake DM 17 in Unreal Tournament III. Since the basic layout was already established I focused on creating a very polished map with interesting visuals.

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