Past Work

RediscoVR

Made for my ITGM-706 game design documentation class. During the class I made a comprehensive design document describing as detailed as I could along with a few images created by my friends. Shot in the dark is a VR concept game that pits a homeowner against a burglar breaking in. The game was a stealth versus game with trap setting. I wanted the game to be a scary game, but one created by player made situations. By theming the game as a home owner and robber there is inherent fear from both parties but playing this in VR I believe would really bring out the tension of such a situation. This project taught me a lot about designing mentally without prototyping. Click here for documentation . Click here for the website

Tahul

Tahul is a VR game made for the yearly computer graphics expo, “SIGGRAPH”. In Tahul you find yourself in a magical land that houses many little secrets. Using your different elemental powers on the environment, discover the secrets of this land. Initially Tahul was going to be intro showcase for the SiggraphVR theatre. The theatre would have been a large space with many VR headsets. Users would go into VR together and experience the winners of the Digraph VR contest in order. Our game would be the first experience people went into. It was a waiting room of sort, users could play until everyone was setup, at which point the game would guide the player through all the experiences one-by-one, handling the launched application and showing the users what experience is coming up. I was mostly responsible for bug fixing and making the application handling system which was coded in C++.Click here for steam link

Human Verification Needed

Human verification needed is a first person platformer game where the player uses a rocker launcher to blast them selves across a tutorial and 2 levels. The game is a speed runner at its core. The movement code for this game is a direct port of the movement code used in the file “bg_Move.c” from quake 3. I recreated the same code logic in unreal 4 blueprint. The game features bunny hopping, a technique used to gain speed by jumping. This is key to gaining fast times as you can keep momentum gained by bunny hopping. This game was created as part of my ITGM 723 level design class. While most of the focus was on the 3 level that I had made, I had spent a lot of the class time creating the game itself. The levels were heavily inspired from the rocket jumping game found in a game called Team Fortress 2

Puppet people Improve party

Puppet People Improve Party (PPIP) is a board game I made as a part of my ITGM-706 class. It is a party game for 4+ players. In PPIP, 2 players are chosen to be actors. They flip over a “scene card” and draw an “improve” card each. Scene cards give the scenario to be acted and the players must incorporate their improve card into the scene while acting. Non acting other players use the models to create a small scene for the actors. When the actors are improvising the scene the other players guess what the scene was, similar to Pictionary.

This game was prototyped using mostly pre-made pieces that I found online. I also prototyped simple cards using a paper and pencil. The game had 2 successful test runs where I brought it out as a party game. It was tested with 2 groups of 8+ people and both groups had fun playing. Click here for the full docs

Shot in the dark

Shot in the dark is a conceptual multiplayer one versus one virtual reality game. I made a game design document for it that details the rules, art direction and technical specifications. I also include flowcharts of the game along with some artwork drawn by friends. In Shot in The Dark the player takes on the role of a budding thief that just bought their first home in “Stealsville”, the city of thieves. You spend your time between either stealing or protecting your home in one versus one scenarios. In between games you can set traps around your house and buy tools and upgrades. The gameplay has the player sneaking through different homes trying to incapacitate the other player. The thief needs to steal as much as their bag can hold and leave without being killed or caught by the cops. The home owner must either kill the other player to keep all their rewards, or wait for the police to come by and have them stop the thief, in which case they only get half the stolen rewards back (the rest are a bribe).The game tries to set a light hearted tone while providing horror/thriller gameplay that is setup by the tense atmosphere and setup. Since the game is in VR is made sense to want to keep the graphics light hearted as not to become so tense to be unpalatable. Shot in The Dark is heavily inspired by “Rainbow Six Siege” and “ Team-Fortress 2. Click here for the full document

VSFX-705 final

A procedural animation I made using maya, python and mel-script. The layout of the spheres and the animation were created using python. I used maya to set the materials, renderman to render the project and nuke for final edits. This project was interesting because it was my first time using most of these technologies except for maya itself. I managed to create something in a few weeks that used all these technologies in one pipeline.