my work: video games
Note: There are other games (not listed here) created within the GCS that I was not directly involved in making, but they used assets created by me. For example, I was not directly involved in the creation of Power Monkey: Winter Warfare, but some of my 3D models were used in the game.
best works
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treesuit
Fall 2007 - Spring 2008, Pittsburgh, PA
Of all of my projects, I am most proud of treesuit. I was the producer and game designer, also contributing level design and creation, static models, menu and HUD art, story, and the website. As the producer, I must facilitate and oversee the development in each of the departments (art, music, code, etc.) for a team of about 20 students. In this 3D stealth adventure, you're a tree who finds out that an evil corporation is harming the environment in various ways. You must infiltrate the company to stop it by disguising yourself in a suit. The gameplay consists of sneaking past guards through the 5 levels to locate each level's boss. There, you must convince the boss to stop harming the environment via dance-off competition.
Official Website: download, screens, video, info
download Treesuit (via GCS)
Design Doc (HTML) [note: this is outdated, as it was used primarily in early to mid-production] -
Power Monkey Run
Fall 2007, Pittsburgh, PA
Power Monkey Run is a frantic race to see who can claim the most blocks within the time limit. Run into blocks to claim them as yours in a 4-player dogfight, but be careful, your blocks aren't safe! They can be taken by the other players out on the field. Power Monkey Run was a game that began as an idea for one of the two-week assignments in CMU's Game Programming course, then I got together with the game's creator and another GCS member to create a "Game-in-a-Day" using some existing assets, and creating many new ones. I created the menu art, levels, textures, robot model, and motion capture for the game.
download Power Monkey Run (via GCS)
Power Monkey website -
Electronic Arts
Summer 2007, Redwood Shores, CA
I was a production / design intern for Electronic Arts, working on a currently unannounced next-gen title. Among many other tasks, I provided market research and competitive analysis, led meetings, redesigned their internal wiki, wrote design documents for the game, and created a video-capture database. I entered and won the intern game pitch competition with a team of 5 other interns. We continued presenting our game to some higher-ups at EA, and now our game idea is being tested in the market.
other works
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Bossmen
Spring 2008, Pittsburgh, PA
I am currently working on a 3D game consisting of only boss battles. The gameplay is kind of a cross between Rez and Shadow of the Colossus, since the player floats around the boss while shooting lasers, but discovering its weakness is the challenging puzzle. I am serving as the art lead, and creating/designing some of the bosses for the game.
see Bossmen (via GCS) -
World of Power Monkey
Spring 2007, Pittsburgh, PA
I created three large levels for Power Monkey's third adventure, World of Power Monkey (WoPM). Using 3D Studio Max and Photoshop, I designed, modeled, and textured the canyon, ice, and lava levels. Using Blender, I created the model for the final boss, the evil bear. All of Power Monkey's and the Bear's movements were motion captured in a mo-cap lab at CMU - the motions were performed by me in a spandex suit covered in white balls. WoPM is a 3D platformer in which a monkey must collect bananas and locate the artifacts to restore color to the world.
download WoPM (via GCS)
Power Monkey website -
Hella Racing
Fall 2006, Pittsburgh, PA
I made one of the two race tracks for the game. The premise of the game is that your car can drive on any surface inside of a level. Inspired by the recently announced Mario Galaxy, I created a track that spanned two small planets. You drive around the surface of the planets, watching the world spin underneath you. This project was my first attempt at creating a 3D level. I learned a lot (through my mistakes) about working with engine constraints, but I'm still proud of the creativity of the final product.
download Hella Racing (via GCS) -
Parasomnia: Decadence of Darkness
Spring 2006, Pittsburgh, PA
For this game, I created many static models using Blender and Photoshop. The models I am responsible for are the bed, jukebox, doors, keys, rocks, front desk, lamp, chair, battery, and probably more that I don't even remember. I also helped texture various models for other project members, as well as making the battery life HUD art. At the end of the project, I playtested the entire game. Parasomnia is a survival horror game complete with cutscenes and an angsty story.
download Parasomnia (via GCS)
Parasomnia Website -
Dash Erasher Dust
Spring 2006, Pittsburgh, PA
I created 2D animations for a number of enemies in the game. Dash-ED is a 2D side scroller about a boy who gets sucked into his sketchbook, and forced to battle the creatures he drew.
download Dash-ED (via GCS) -
Power Monkey
Fall 2005, Pittsburgh, PA
I first learned how to 3D model, texture, and animate for this project. After a quick tutorial of Blender from a friend, I was able to create the trees, robot, spider, and the bear. I created all of the menu art, and also contributed voice acting for some of the enemies. Power Monkey is a 3D platformer, in which Power Monkey visits areas of a little boy's rooms that he imagines as a jungle, a cave, and a castle. Fun fact: the credits music "Code Monkey" by Jonathan Coulton first appeared in Power Monkey, but gained recent recognition as the theme song for G4 TV's Code Monkeys cartoon.
download Power Monkey (via GCS)
Power Monkey website -
Swapping Action
Spring 2005, Pittsburgh, PA
I collaboratively designed the gameplay for Swapping Action, and created one of the tilesets. This was a learning project for the lead programmer, and was one of the first games we had designed. Thus the quality is not superb, but it was a great learning experience for us. The basic premise of the game is that you must connect nodes with lines by swapping tiles. This mechanic was given fictional metaphors with each tileset (mine was "connect a generator to all of the dinosaur cages via powerlines before the dinosaurs escape").
download Swapping Action (via GCS) -
Blocks of the Undead
Fall 2004, Pittsburgh, PA
This was the first video game I ever worked on. Coming in with no skills, but a passion for game making, I took on a role I had a natural affinity for: artist. Teaching myself Photoshop, I created all art in the game (besides one block set). I also created about half of the level puzzles and all of the sound effects. Blocks of the Undead is a puzzle game where you must match blocks to make them disappear in a certain number of moves.
download Blocks of the Undead (via GCS)