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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
  • 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!

SmackRider

PLay Game

Ride down the treacherous Dunes to restore the deck of your boat after crash landing on a dangerous desert terrain. You are no rookie to dangerous scenarios however, as the seven seas have seasoned your survival instincts. Slip down steep hills, build momentum, and deck any enemies in your way! 

  • GAME JAM PROJECT
  • Movement-Centric Action Game
  • Team Size: 6
  •  Role: Level Design + White Box Modeler 
  • Dev time: 48 hours
  • Developed in Unity
  • Worked with teammates to define gameplay mechanics and core goals.
  • Aided programmers with mechanics definition and clear ideation for easy implementation.
  • Developed potential level map to guide level shape and ideas.
  • Created unique prototype assets with ProBuilder plugin in engine for setdressing.
  • Set dressing to help define environment goals and define game feel while also creating traversable towns.
  • Built upon engine, level, gameplay, and mapping skills.

Map Design

I quickly worked on a map design early in the process so that the coders and artists had an idea of what the design goals are and to aid the environmental design process. Click the arrows to scroll through images.

Mechanics Design, ProBuilder Assets Kit and Set Dressing

From the beginning of our process, we quickly defined the idea and mechanics of our game. From there, throughout the process I helped design and identify the specific of how these mechanics should work and then aided in the layout of where these world mechanics like dust storms and enemies should be placed for the best player experience. I also created several assets using the designer-friendly engine plugin "ProBuilder" to create somewhat simplistic town kits with different variations to help the core 3D modeler focus on the core assets. Additionally, I set dressed the towns found in the desert with varied buildings and assets to create a visually engaging environment. Click the arrows to scroll through images.

    Polished World Shots

    Below are finalized images that capture the environment feel I helped create to immerse the user into the desert world. You'll also find ways in which the core mechanics integrate into the environment. Click the arrows to scroll through images.

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