- Unreal Development Kit conversion
- 6 months (12/09-5/10)
- featured in Spring 2010 exhibtion as a capstone game
I am an art lead on the capstone game project, Maglev, and I'm responsible for style consistency of the game. I was also responsible for the concept, modeling, texturing, and animation of the characters, as well as many environmental assets.
Maglev is an action puzzler about a maintenance robot (Tobot) on a mission to save his beloved toaster from a meglomaniac robot named Che Robera in midst of his revolution aboard their spaceship. Tobot uses his magnetic powers to navigate, solve puzzles, and deflect rogue robots as he reaches the control room.
- Unreal Tournament 3 mod
- 3 months (8/09-12/09)
- selected for Fall 2009 exhibtion
As part of a three artist team, we created over 200 assets in 3 months. I concepted, modeled, and textured many city assets and their destroyed counterparts. I codesigned, modeled, and textured the male and female player characters.
Colossal Takeover is a tongue in cheek fighting game about corporate culture. Two corporations battle over urban territory with giant robots known as CEOs (colossal electronic obliterators). In a multiplayer team of sales associates, players must attack the opposing team's CEO to prevent it from unleashing a devastating attack on their HQ while protecting their own CEO on its own mission to victory. Players have access to a range of cheeky and ridiculously powerful weapons and nearly all the buildings are destructible.
- 2D Torque X
- 2 months (3/09-5/09)
Quantum of Mollusk is a 2D platformer following an octopus spy agent, Octavius. Octavius ventures through the lair of evil Dr. Eel and his minions, cleverly disguised as an aquarium. Using a cool "sticky" mechanic and spin attack, Octavius can walk on any surface.
I was the sole artist on this game, and responsible for making concept art, sprite sheets, environmental assets, and marketing materials. I made separate tiling sets of rock, coral, sand, aquarium tiles, seaweed infested rock, and poisonous seaweed.
- Unity Engine
- 4 weeks (2/9/10-3/2/10)
I was responsible for whiteboxing the level. I also created a visibility script that triggered decals after the player exited a spot, such as bloody footprints, and a half dozen environmental art assets.
Mary's Demons is a level created entirely by a team of four artists using the Unity engine. You play a petite girl with a big gun, wandering through an empty mental ward as monsters attack you from nowhere.





