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Rodeo

Game: Half-Life 2: Episode 2

Description:

My focus with "Rodeo," was using script to create unique gameplay in a small space.  The premise is lighthearted, but it gave me license to really push myself and create something outside the scope of the original game.

 

Role: Level Designer

Tasks:

Created entirely new gameplay including:

  • A "lasso" system utilizing the crossbow and rope actor
  • A "bull" scripted to interact with physics objects in the ring
  • A (rudimentary) scorekeeping system

Team Size: Individual Project

Development Time: 4 weeks

 

 

 

Sympathy for the Devil

Game: Gears of War

Description: Sympathy for the Devil

Sympathy for the Devil was a personal project where I focused on enemy flow and combat tactics.  I wanted to make a single player map that led the player, while allowing them meaningful choices.

Role: Level Designer

Tasks:

My goals for the project required several things:

  •  Encouraging exploration early
  • Dropping hints through item placement and environmental cues
  •  Designing a combat space with two viable strategies

 

Team Size: Individual Project

Development Time: 8 weeks

 

 

Mage Montage!

Game: Lua Quest (Modification)

Description:

 "Mage Montage!" was a three week individual project in my programming class.  This was our final assignment, and I wanted to try my hand at  an old-school arcade feel.  "Mage Montage" was the result.  The rules are simple, the game is hard, and it's not over until you die!

Role: Game Designer

Tasks:

Re-creating the feel of my childhood games required:

  •  New Game Loop
  • Custom collision code
  • Skill-based scoring system
  •  Item drops based on kill chains
  • Randomized environments

Team Size: Individual Project

Development Time: 3 weeks

 

 

 

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