Team Projects

Here is a collection of the team projects that I have worked on.  Click on an image to open the gallery, then click on the left or right sides of the images to scroll through it (or use the arrow keys).

 

Big Huge Games RPG

Engine: In-House Engine
Project Time: 7 months
Roles: Dungeon Layout, Dungeon Design, Prototyping

Description: An unreleased RPG from the Lead Designer of the Oblivion series. Click the image for an expanded section.

 

Color of Doom



Engine: Half-Life 2: Source
Project Time: 6 months
Roles: HUD Programming, Level Whiteboxing, Original Game Concept

Description: Color of Doom was the final team game project I worked on while at the Guildhall at SMU.  I originally pitched this game to students and faculty as a color-based puzzle platforming adventure although due to design changes and the direction my team wanted to take the game, the final product is a color-based action shooter with platforming elements.  I was the programmer responsible for the HUD and several items in this game as well as the level designer responsible for whiteboxing the levels in the first part of our production pipeline.

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Escape from Ithuria



Engine: Unreal 2004
Project Time: 3 months
Roles: Principle designer for level 2

Description:  Escape from Ithuria is a multiplayer puzzle adventure for three players.  Each player controls a unique character  with special powers used to solve different puzzles.  For this project I acted as the principle designer for the "Clockwork Courtyard", the second level and also the level presented for our vertical slice milestone.  I designed all the puzzles in this level and was responsible for the majority of the creation of the level from documentation to scripting.

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Video at the Guildhall website (opens new window)

Download Mini Portfolio Design Highlights

Soul Survivor


Engine: Unreal 2004
Project Time: 1 month
Roles: Principle designer for "palace" level

Description:  Soul Survivor is a game made to the theme of "mummy freeze-tag" assigned by faculty while at the Guildhall to teach rapid prototyping.  My role in this game was to quickly produce a level in the Unreal Editor using the standard Unreal Tournament 2004 textures and models.  The theme that the professor assigned to me was "palace" and I decided to use a strong contrast of obsidian stone and gold trim to create the feeling of a grand palace.  The title of this map is "'Affluence".

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Bionic Viking



Engine: Torque Game Builder
Project Time: 3 months
Roles: Main Programmer, Level Design

Description:  Bionic Viking is the first team game project I was involved in at the Guildhall at SMU.  It is a 2D platformer with an emphasis on vertical wall-climbing.  For this project I was the primary programmer and worked with the Torque programming language to realize the unique wall-climbing mechanic as well as the many other player actions including charge attacks and shooting.  In addition, I also wrote the AI scripts that control all of the enemies in the game, including the two unique boss enemies.  Besides programming I also helped by constructing the second level using he Torque Game Builder tiling system.

Download High Quality Image Set

Download the Trailer (7.5MB)

Download the Game (50MB)