Game Design

Below are a collection of various game design and programming projects, mostly created for school assignments.

net Ranger

Team-based final project for Game Engines class.
Made using C#, Visual Studio, and Unity.

My contributions to this project included the visual fx, user interface, environmental art, sound design, and gameplay systems.

Take control of a NetRanger who is tasked with cleaning out the nodes of a corrupted intranet and restoring the data. They must explore its maze-like structures to collect as many shards of fragmented data as they can, while avoiding coming in contact with the corruption itself, and defeating the criminals of the DarkNet syndicate who have wrought such destruction.

maze gunner

Midterm project for Game Engines class.
Made using C#, Visual Studio, and Unity.

The goal was to make a first-person-shooter using Unity Engine's terrain, navmesh, and visual fx tools, expanding on code samples learned in class.

Some extra features I developed were Area-of-effect bombs, expanded enemy AI, and heightmaps to render a generated maze.

roll-a-ball

First project for Game Engines class.
Made using C#, Visual Studio, and Unity.

Although it was our first assignment, I loved making it so much that I added as many flourishes as time allowed. This roll-a-ball demo featured one big cyber-themed level with 6 sections, wall and floor hazards, platforming, 200 pickups, player lives, respawn on death, and win/lose text.

XZombie Game

Midterm project for 2D Games class.
Made using C++, Visual Studio, and Peter Chan's XEngine.

The goal was to make a top-down zombie shooter using XEngine, starting with a blank background, survivor controls, and zombies spawning along the top edge.

I added static collision detection, spawning on all sides, sprite sorting so the dead render in the correct order, music/sound, win/lose conditions, ramping speed and difficulty, and HUD elements.

Escape!

Team-based final project for Development Cycle class.
Made using Unreal Engine 4 and Perforce source control.

The goal of this project was to experience a 3-month condensed development cycle and have a working demo by the end. Previous to taking this class, none of us had previous experience with Unreal Engine, so we had to learn everything on our own. 

My contributions to the project included lighting, user interface, hud, and environmental art.

Mad Science

Midterm project for Introduction to C++ class.
Made using C++ and Visual Studio.

Mad Scientist was a concept that was never fleshed out fully, hence there being only an introduction and character creation.  Most of my time was spent creating my own UI engine from scratch to display ascii art, gradients, sound, and menu navigation.

(Mechanics were based on Dungeons & Dragons Fifth Edition)