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PROJECTS

In my initial project using the Unity engine, I recreated the classic game Pong using only basic 3D game objects provided in Unity and a generic behavior script provided for the course.  The project had sound effects, a score board, a start screen and a win/lose screen that was linked to the scoreboard. Two players were able to play at the same time using different keys on the keyboard.

My next solo project created in Unity, entitled Do the Loop!, was an obstacle course with a large vertical loop that players had to drive through while avoiding moving obstacles.  The player would drive their vehicle through the course while jumping off ramps and avoiding obstacles that moved up and down along the Y-axis or side-to-side along the X-axis.  There were also falling objects near the end that the player would have to dodge.

In a group project made in Unity, Scraps, I designed a portion of a level where the player had to navigate through a dilapidated hangar via object interactions, object animations, and puzzle solving while avoiding dangers along the way.  Our level utilized the previously mentioned interactions and animations, as well as voice overs, sound effects, and audio/visual cues.

The Unity project following Scraps was named Cult N' Candy.  Our team designed a simple online multiplayer game where each player was attempting to collect enough candy to A) eat/survive and B) build the candy idol within their assigned castle base.  This game utilized a health bar, an energy bar that drained via player movement and interactions, and player body size that changed based on the amount of candy eaten.  Player movement speed was based on the size of a player's character.  This means that as a player's character became larger, their character would move slower.

My latest work using Unreal Engine 4 involved another team project named Heroes Call.  Our team designed a team-based multiplayer shooter where players attempt to reach the end of the map by following set waypoints and completing tasks while fighting off enemies.  While I was mainly a level designer on this project, I also implemented the waypoint system.  I also helped create and implement character abilities, player interactions, and some sound design.

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