So here's where you get to see all the cool things I've done. This will be an ever-expanding collection of my works, from game design documents to level designs to possibly, though highly unlikely, graphic art. I've separated the work into the most logical categories which you can navigate on the left or simply scroll down to view. Enjoy, and feel free to send me me any comments or criticisms. I really enjoy constructive critcism, as I feel it gives us the best opportunity to learn from our past work, so fire away.
Prisoners is a game I designed along with Warren Berckmann, Donoven Dansberry and Jeramiah Pitman as the first part of our final project in the Game Design major. For this part, the design students were split into three different groups working on three different projects; Prisoners is the game concept I came up with and was one of the three projects chosen. The game is a four-person, entirely cooperative action/puzzle game where the goal is to use character-specific abilities to overcome a number of obstacles. While we were designing, the most daunting task ahead of us was to figure out how we could get people to play a game that could not be played without four people. The concept seemed almost ludicrous to ourselves and many of the other students in the department. What we didn't realize, however, was that Valve's entirely cooperative title, Left 4 Dead would be released and become a best-selling title about 6 months later. This design document is the result of a countless number of hours from the four designers that worked on it, and while the game was not picked for the eventual production class in the semester that followed, it is something we are all very proud to have been a part of.
Behold my first ever design document. It's really a concept document, moreso than a design document. However, they both function the same way in the context of when it was created, which was during my Game Idea Development class in the Spring semester of 2007. I'm not even going to try to hide the fact that this document has the single worst tagline ever produced for a video game: "50 Floors of Terror". Oh yeah, it was that bad. As this was some of my first work into formal game design, it is a little amateurish. However, it taught me a lot of valuable lessons about design that I've been able to apply in my time since then. This game, High-Rise is essentially my way of combining two things I loved growing up: Resident Evil and Die Hard. It is a third-person action/adventure game, containing some elements of stealth and set within a high-rise plopped right in the middle of a metropolis that has been destroyed by some other-worldly force. One of the key features I wanted to implement was a reaction-based combat system that allowed the player to counter attacking monsters. Despite the fact I had not yet heard about it at the time, the system can best be related to the counter-attack system in Ubisoft's Assassin's Creed.
Concept Document - PDF
Flow Map - PDF
Not "A Beautiful Mind": The Game is a group project I worked on for my Authoring Interactive Multimedia class in the Fall semester of 2007. We had to come up with a game idea and then develop the plot, characters, setting, etc. as well as how the story would flow. This game is about a young man named Walter Ego who is about to start his senior year of high school, but has just been diagnosed with schizophrenia. Throughout the year (and therefore the game), Walter's actions dictate whether he'll continue to lead a normal life and win the love of his schoolmate, Jeanine Barroflin, or lose his mind to an alternate world of medieval fantasy. Basically, at the end of each "leveL," the actions of the players as well as decisions at key narrative points will determine Walter's level of sanity. Unfortunately, I do not currently have access to our sample scene breakdowns as well as some accompanying artwork, but I will get those up as soon as I can get a hold of them.
For the final project in my Fall 2007 Engine-Based Design I class, our goal was to create a multiplayer level in Torque Game Engine using only the software's World Editor as well as a handful of primitive shapes provided to us. My level is title onEnterTrigger(DIE!), trying to implement some of my scripting humor if there is such a thing, and is a symmetrical battlefield centered on a bridge and deadly pit below it. The goal is to score in the other team's scoring zone. The pit in the middle can be crossed either via the bridge or one of the two adjacent platforms that are reached with a short jump. Each base has multiple points of access, as players can either travel below ground and across each platform, or stay above ground and cross the bridge. In addition to creating the map, we also had to convert the Starter FPS Kit of Torque into a multiplayer game by adding teams, scoring triggers and various other features using TorqueScript.