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      • Titanfall 2 Level Concept
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      • INTERWEAVER
      • FROSTFIRE SERPENT
      • SmackRider
      • Kitty Casino
      • Level Projects
      • ataria
      • The Reaper's Rooms
      • Gauntlet Pandemic
      • Death's Alcove
    • About Me
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  • Home
  • Projects
    • Titanfall 2 Level Concept
    • Bas Gravicore
    • INTERWEAVER
    • FROSTFIRE SERPENT
    • SmackRider
    • Kitty Casino
    • Level Projects
    • ataria
    • The Reaper's Rooms
    • Gauntlet Pandemic
    • Death's Alcove
  • About Me
  • Contact

Take Your Train Ticket and Stop in one of the Portfolio Stations above

Take Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations aboveTake Your Train Ticket and Stop in one of the Portfolio Stations above

Click through the thumbnails below  to get a visual on the project and look below for details and videos for it. You can also click the button below to play all games I've been involved with on itch.io!

Play the Games!

Bas Gravicore (WIP Page)

Not Playable Yet

 When a park ranger is called to a maintenance job at the world's most peculiar national park, they must face its gravitational anomalies to avoid peril and release the park's beloved mascot, Bassie! Launch yourself through the foggy skies of Bas Gravicore and take in the natural beauty on your way to the base. 

  • Platforming Level Demonstration 
  • Individual Project
  • Dev time: 2 weeks
  • Developed in Unreal Engine 5
  • Developed all mechanics and mvoement systems from scratch using blueprints (catch and launch tractor beams).
  • Created level map to support the process and have an idea to follow as the level was being built.
  • Worked with landscape and foliage tools in order to define environmental feel and immersion through visual appeal and layout.
  • Effective lighting to define desired mood using world lighting, dynamic point lights with Lumen, combined with height fog and a post-processing volume to establish ambience.
  • Interior design in start area made with micro storytelling in mind.
  • Built upon engine, level, gameplay, mapping, visual scripting, mechanics implementation, interior design, ambience, time management, level flow, and lighting skills.

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