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Past Projects

Games Developed
Zombie Fever – Global Game Jam 2012

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Genre: Music game

Platform: PC
Players: 1 Player
Engine: GameMaker
Involvement: Game Design, pixel art
Team: 7 (2 PRG, 4 ART, 1 Sound)

Dev Time: 48 hours

This was my first game jam and it was an amazing experience. We are only given 48 hours to create a game based on a theme. Our theme was the Ouroboros, I thought of the idea of humans becoming zombies and eating humans to turn back to normal. I decided on having a main character that we rotoscoped into our game turn into a zombie. The only way for him to return to his humanity, is to dance. The game was essentially Zombie DDR where notes would fly down and the player would have to enter them in the correct order otherwise loose health. We were going for a 70′s theme, so we picked the greatest hits from that era and used that music in the game.



We had a large scope and this was the first time our team was using GameMaker, we had a lot of pixel artists.  

 A Night in the House of Evil
(ANITHOE)


Genre: Text adventure

Platform: PC

Players: 1 Player

Engine: None, built from ground up

Involvement: team leader, game design, writing, concept art

Team: 3 (1 PRG, 1 PRG/ART, 1 Writer)



This was the first every game I was apart of, naturally it was a text based game with standard text I/O.  I designed the text based levels in Viseo while writing the script for most of the areas the player could enter. ANITHOE is a survival horror game where the player must escape the haunted house by engaging in quick time button events while also picking the correct choices in a choose your own adventure style of gameplay.

Macbeth Tower Defense

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Genre: Tower Defense

Platform: PC

Players: 1 Player

Engine: GameMaker

Involvement: team leader, game design, pixel art

Team: 4 (1 PRG, 2 ART)

Dev Time: 1 Week



This was a smaller game created for a Game Design homework project. My task was to take a Shakespearean play and build a game around it.  I decided to pick Macbeth and have the game take place at the castle he stayed in. I also created the pixel art for the castle and the changing background. I designed the game to be endless because Macbeth ultimately dies in the play. It is up to the player to get the highest score by surviving the longest and taking out as many enemies as possible.



There is also a nightmare mode where monsters appear to represent Macbeth's hallucinations in the play. 

Meteor Apocalypse

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Genre: 2D Sidescroller

Platform: PC

Players: 2 Players

Engine: GameMaker

Involvement: team leader, game design, pixel art

Team: 3 (1 PRG, 2 ART)

Dev Time: 1 Week



Another quick game built in within a day. This time my task was to use the mechanics of hopscotch and turn that into a game. I designed the game while also doing the pixel art for the background and character. We added multi-player functionality so that two people can play the game together like the game of hopscotch.





Project Euphoria - Prototype
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Genre: 3rd Person Action

Platform: PC

Players: 1 Player

Engine: UDK

Involvement: producer/project manager, game/level design, special FX.

Team: 8 (1 DESIGN, 2 PRG, 3 MODELER, 1 ANIM, 1 SOUND)

Dev Time: November 2012 - April 2013

 

Awards:

  • Ubisoft Academia: Best Marketing Plan

 

Euphoria Origins is a third person action adventure where the main character uses a unique chain weapon called HCI. HCI can be used to impale, drag, grab and throw enemies while also being useful for swinging around the map.

 

Tasks

  • Designed gameplay and attacks, creating a game design document for the game

  • Iteratively prototyped a level concept using UDK, blocking out main areas

  • Developed all particle and special effects for the game using Unreal Cascade

Red Dawn - Prototype

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Genre: 3rd Person Action

Platform: PC

Players: 1 Player, Multiplayer LAN (2+)

Engine: Ogre3D, Havok, Winsock

Involvement: team leader, designer, HUD/GUI artist, audio, general programming.

Team: 6 (4 PRG, 1 MODELER, 1 ART)

Dev Time: School Year



Awards:

  • UOIT Game Con: Game of Show

  • UOIT Game Con: Best Gameplay

  • UOIT Game Con: Best 3rd Year Game

 

Red Dawn is a multiplayer ship combat game where the player can unleash a barrage of cannons, flames, bombs and a seeking harpoon missile at their opponents. 

 

Tasks:

  • Designed gameplay and player attacks, creating a game design document

  • Designed level layouts and created level blockings in Photoshop with legends, gameplay progression, enemy spawns, etc.

  • Created basic GUI and HUD

Proposal Simulator

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Genre: Simulation

Platform: PC

Players: 1 Player

Engine: Unity3D

Involvement: designer and programmer

Team: 1

Dev Time: 1 week

 

Theme: "Follow your heart"



This was a short game given constraints for one of my game design classes. I decided on using some prefab objects free from the Unity store. I created and placed the terrain of the world, while also designing and developing the level. I had the heart follow a spline that moved with the beat of the song. When the player would stay within a set radius of the heart, more NPC's would spawn and dance while populating the level. This would eventually lead to the finale where the player will walk down a straight road to be proposed to by a virtual boyfriend.



Ultimate Gladiator Colosseum 80 A.D. - (UGC)

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Genre: 3D Gladiator Fighting Game

Platform: PC

Players: 1 Player

Engine: None, Built from the ground up (OpenGL, FMOD, Nvidia CG)

Involvement: team leader, game design, graphics/shader programmer, general programming

Team: 6 (3 PRG, 2 MODELERS, 1 Sound)

Dev Time: 1 school year

UGC is a gladiator fighting game in which the player must defeat various challengers and gladiators in order to be the ultimate gladiator. The player is armed with a shield, sword and spear and must master the way of the gladiator in order to come out on top!

 

Click here to read the development blog for more info.

 

Tasks:

  • Designed gameplay and player attacks, creating a game design document

  • Wrote a toon shader using sobel edge detection and a modified version of the lighting done in Team Fortress 2 using Valve's documentation

  • Assisted in gameplay programming and the development of the animation system and animation blending

Haunted Kin

 

Genre: 2D Side Scrolling/Fighting Game

Platform: PC
Players: 1 Player
Engine: None, build from ground up
Involvement: team leader, game design, pixel art
Team: 5 (2 PRG, 3 ART)

Dev Time: 1 Semester

 

Haunted Kin was the second game I built.  Right after my first semester, we were given a base sprite project that had a basic OpenGL set-up with the ability to load images as sprites.

 

The player would be able to choose between the magician, warrior and assassin, each with their own powers and benefits.  The player would engage in classic 2D side scrolling gameplay with over the top attacks fighting major bosses at the end of the level.

 

Tasks:

  • Designed gameplay and player attacks, creating a game design document

  • Pixel art for Hunter character. Hunter had 3 main attacks and the ability to trasform into a wolf

 

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