Splicer is a fast-paced game I developed with my capstone team at DePaul University. It features fast-paced first person brawler gameplay, with the unique twist being all weapons are based on a swappable limb system.
Contributions: Systems Design, 3D Art, Technical Art, Programming, Engine Tools
I created all models, animations, and effects pertaining to the player character including the limb-swapping rig and FX. I also created the distance based pixelation shader, 3D models, and the particle effects. These were specifically designed with levels I was given in mind. I also worked on many of the prototypes and smaller scripts in game, such as the ability to use props as weapons in a physics based manner.
DePaul Originals Game Studio, or DOGS, is a game studio created by the University to provide students with the experience of working in a more realistic game studio environment. I was able to work on projects of larger scale, where I focused on developing more specific skillsets to be used within a team setting.
Contributions: Level Design, Technical Art
I participated in two different projects at DOGS. The first was a VR horror game where I worked on technical art using Unreal Engine 5 to create particle systems, adjust scene lighting, and make dynamic and adjustable materials. The second project I participated in is an ongoing anomaly game centered around spotting differences in creepy environments. For this project, I created a level set, a series of around 7 near identical levels. My level set was designed around the look of DePaul's computer labs in a way that faithfully captures their essence while still being a different room. I also worked on a few smaller material, lighting, and sound effects to change the ambient vibe of each area.
VELOCIGON is a fast-paced rhythm game about dodging obstacles to the beat of it's custom soundtrack. The game launched with 8 unique levels, featuring an original soundtrack and challenging gameplay. It was released to Google Play for about a year before I had to take it down due to frequent Google updates requiring me to constantly work on the game while trying to focus on my degree.
Contributions: Design, Programming, Engine Tools, Level Design
For this project it was my job to build the game from the ground up, both designing and programming all game systems. I created several unity engine tools to use in level designing, specifically for mapping the BPM of our soundtrack to a location in the game engine. The game featured a custom C# save system built for continuous codebase development and content expansion. I then worked with my teammate to create a few of the levels during the push to ship the final game.
itch.io page link - play in browser
Snowbound Showdown was my submission to a one week Christmas themed game jam, winning first place. The game is centered around fighting off hordes of Santa's snow legion after the United States military was declared "naughty". You remotely control a turret from the bunker of this base, clearing waves of enemies while upgrading your defenses to protect yourself.
Contributions: Everything except the models for the exterior buildings, the voice acting, and the motivational posters
While making this game I tried using as many unique systems as I could. The entire game is in first person and has no perspective switching. All information you have on what is outside the bunker is presented on the monitors; a big part of the game is upgrading these monitors to give better information, higher resolution, etc.
The technical art aspect of this game involved a lot of work dynamically changing shaders during runtime, which made a unique challenge for the one week duration of the game jam.
Paint Yellow is a psychological horror game disguised as a fast-paced boring job simulator. You play as a temp-worker in a factory, hired purely to touch up yellow paint and keep the factory up to the safety code. As you rush to paint yellow as fast as you can, you may uncover disturbing secrets which can lower your sanity and change the outcome of the game.
Contributions: Everything, this game was my project for a solo game development class
A few notable aspects of this game:
Dynamic sanity system
Levels react to your game progress and how low your sanity is by making lights flicker, turning them off completely, changing the music to be off tune, and causing NPCs to act strangely.
Multiple endings
There are six unique endings in this game depending on your playstyle, and two alternate final levels.
Versatile painting system
I programmed the painting system in a way that new "paintables" can be added to a level without any extra work, and every object in the game can be given a painted version with a single module and texture.