PORTFOLIO
Doomed to the moon video game
Doomed To The Moon is a group project consisting of four people that I was a part of. This was a wave-based survival game on the moon, where the player must punch aliens or accumulate enough power to use the lazer gun ability. Once the player has made it to the last round they are able to escape onboard the rocket ship. I had worked on taking concept art that I had drawn for the alien enemy and turned it into a 3D model using Maya. Then I proceeded to sculpt the character in Blender and used Substance Painter to create the materials and textures for the alien's skin. Lastly, I had added a few of the character animations that I had found online. The top image shows the regular alien enemy (left) and the brute alien (right) which I both entirely made by myself. Below this image I have shown some of the process that led to this final product.
FPS Level Design document
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This is my Level Design Document for specifically a mission pitch for the game Borderlands 3 titled "The Trainyard: Traversing The Borderlands." Here I found inspiration from this game and its generally wasteland setting to come up with a themed mission and level design. I used visual references from the game as well as Star Wars Jedi: Fallen Order (reference bottom of document) and drew up a map to visually represent the space I would be working with. There is a gradual flow of gameplay where the difficulty scales with the progression of the mission from outside the train station to the singular operable train in the back of the map. I took into account several factors such as the dimensions of each playable area, weapon or item pickups, enemy spawns, enemy types, pacing and difficulty, and positioning of both static and moving objects in the environment to maximize gameplay.
Disclaimer: All work except for the images in the document is my own.
Disclaimer: All work except for the images in the document is my own.
As you can see in my gameplay video above, the work from my game design document has started taking shape. I had to make some adjustments to the layout of the level and the distribution of enemies. While there are still some visible bugs, the overall gameplay runs quite smoothly, and the fight sequences are close to original expectations.
Disclaimer: I took the tools at my disposal and used them to build this level myself, however; I did not create the in game content except for the enemy spawner. The rest of the blueprints were generously given to me and the general public in a package called "FPS Game Starter Kit."
Disclaimer: I took the tools at my disposal and used them to build this level myself, however; I did not create the in game content except for the enemy spawner. The rest of the blueprints were generously given to me and the general public in a package called "FPS Game Starter Kit."
First Person Environment Survival Game
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In this first-person scripted adventure of my own design, learn the story and most importantly survive. There are several traps I had in mind but for scalability purposes I have decided to demonstrate a level with three types of dangers: mines, lava, and boulders. More cosmetic details and assets such as props could certainly be added to the level but the gameplay aspects and the vision is present. There is a lot of potential with my game design and the theme. I have merely given a taste of what this intense action-packed game has to offer and transformed the idea from paper to a tangible game.
As seen in the gameplay, there are strategically placed respawn points and collectible items. I wanted to create a level that was mostly linear but still gave the player a sense of control over their experience. For instance, the collectibles were not essential to completing the level and not all of them were along the main route. Additionally, the player has the option to go one of two ways at two separate sections of the level as I had demonstrated in the video.
Disclaimer: The textures and materials outside of Unreal Engine's Starter Kit were obtained for free in the Epic Games' marketplace. The rest of the work is entirely my own.
Disclaimer: The textures and materials outside of Unreal Engine's Starter Kit were obtained for free in the Epic Games' marketplace. The rest of the work is entirely my own.
Other Gameplay And Level Designs
3D Character Model: Venom Project
This is my first ever 3D character model, which I made myself during my second semester in college. I made my model using the reference image above by sculpting the head, limbs, and torso separately from both the front and side profile. I learned a lot about the curvature of a human or human-like character and the variation in composition of each of the parts. A lot of different skills in Maya were necessary to create this character such as edge loops, bridging, lattices, vertex manipulation, and much more.
3D Antique Phone Prop Model
This particular project taught me valuable lessons such as how to properly render in Maya and how to build more complex models in separate parts. Additionally, I learned how to do showcase animations and am continuously working towards improving my skills in animation. This is some of my recent work which is incorporating a more realistic design.
Game Design: World Immersion Project
As can be seen in the slides above, this is a game design project that I am currently working on which is rapidly developing. It started with nothing more than some reference images of the kind of atmosphere I hope to create and an overhead map which I made myself of the entire level. Everything has been made myself except for the materials which I obtained from the Epic Games marketplace. With practice, I have been able to gain a deep understanding of the level design workflow and the game design pipeline in general.