Level Design for a competitive multiplayer game as part of collaboration with Savannah based studio Avant Games. The game is entitled "Dragon Souls" and takes place during a struggle between four immortal flights of dragons: the Blue Dragons, based in the frigid islands, the Green Dragons based in the lush and enchanted forest, the Black Dragons, based in the fetid swamp lands and the Red Dragons in a burning volcano (incoming).
Careful consideration was taken for each area to correspond with and evoke the feelings and emotions of each dragon flight. The game is currently in open beta on steam and is in ongoing development. More updates as they come. Built using the Unity 5 Engine. Please learn more about Dragon Souls and Avant Games here.
Position Held: Design Director/Level Designer
432 Abercorn is a throw back to classic 2d sidescrolling adventure games in a style similar to games like "Broken Age". You play as amateur sleuth and ghost hunter, Evelyn Grey, as she explores and catalogs a real world haunted house in Savannah, GA. Using Evelyn's EMF detector, you must track down clues to the history of the house as well as portals to the shadow world, a mirror of the real world, to track down and free trapped spirits.
Originally a submission for the 2017 Game Jam, now being developed as a full-fledged game, slated for a late 2017 release. The game is fully designed in the GameMaker Studios Engine. You can learn more about the game and download the demo here.
432 Abercorn Trailer
Positions Held: Level Designer, Lead Programmer, Story Writer
"Liminal" was a game made as a partnership with the student run group Monty Entertainment Studios. Created in collaboration with three other people, Liminal follows the story of a young girl trapped in an induced coma during the 19th century.
The opening and closing cinematics set up the backstory through live still images. A girl, afflicted with an unknown disease is placed into an induced coma by a mysterious doctor against her father's wishes. Players are then invited to explore a dream version of the child's home, recovering clues of the sad history of the girl and her family while trying to recreate a broken family portrait and escape her dream. I was responsible for single handedly coding every interaction in the game as well as contributing to level layout and writing the various letters the player can find. Created using the Unreal 4 Engine. You can download the full game here.
One of the more complex blueprints, dealing with a music puzzle the player must solve.
The script checks which button the player is pressing, disables input on that button, plays a sound cue and checks the order it is pressed against a defined boolean.
The script then adds or subtracts from a float, depending on the result of the boolean, and then plays a short animation of the button being pressed.
Finally, once all buttons are pressed, the script checks the final float against a predefined value. If it matches, the full song plays then unlocks an upstairs door, else it plays a "wrong" cue then resets the puzzle.
Temple of Elements
Position Held: Sole Designer/Programmer
Temple of Elements was an individual project as part of an Immersive Level Design course at Savannah College of Art and Design. The game is similar to old school Tomb Raider style games. Players must navigate environmental traps and solve puzzles using the four elements.
The story revolves around a woman named Alisson, who is on the verge of dying. In her final moments, the spirit of truth visits her and attempts to guide her to a semblance of acceptance. Each of the four elements corresponds to a different stage of grief (water: depression, fire: anger, earth: bargaining, wind: denial and all four: acceptance) Players must confront these stages of grief while collecting the four elements to guide them through the temple. All assets are free assets downloaded from the Unreal store. Designed fully in the Unreal 4 Engine.
Temple of Elements
Position Held: Lead Level Designer
The Zenith was a group submission for the Game Jam 2016 competition. Building off the theme of Ritual, the Zenith is a puzzle/platform game that revolves around one man's journey to reclaim his humanity.
The player guides the unnamed protagonist (often referred to as Zenith) as he struggles to break free of his celestial prison by performing various rituals, all while being mocked by an unknown voice. The project was made in collaboration with 26 other people and numerous departments. All assets you see are of original design. I acted as Lead Level Designer with the responsibility to train and oversee all other level designers in the project. Created using the Unreal 4 Engine.
An example blueprint. Players must light pyres in a certain order to form a pentagram. Wrong entries reset the puzzle.
Position Held: 3D Environment Artist
This was an individual project for an environment modeling class at Savannah College of art and Design. Taking inspiration from games like Skyrim, as well as real world locations, I created this environment of a viking longhouse.
Using ZBrush, Maya, Photoshop and Quixel, I modeled every single asset in the space with the exception of the lighting. The process took about ten weeks from concept to creation. Rendered in the Unreal 4 Engine.
Position Held: Level Designer
Skywind is an ongoing modding project for Skyrim that seeks to transfer the game of Morrowind into the Skyrim engine with tweaks and updates to its gameplay. You can find out more about the project here.
While working for the Skywind project, my responsibility was set dressing an environment for what is called the "West Gash" region of Morrowind in the Skyrim engine. Taking references from Morrowind's engine as well as adding flair of my own, I created this space. The West Gash region hugs the edge of what is known as the Ashlands region where smog and volcanic ash storms run rampant in addition to the dangerous creatures that inhabit that zone. Therefore, I made the decision that the local populace would naturally erect a wall in a futile attempt to keep the dangers of the Ashlands at bay. All assets were modeled by other contributors. Created using the Skyrim Creation Kit.