Category Archives: Group Project
Unreal Engine 4 – fireBreak
Overview
Multiplayer isometric action role-playing game. On this project I on the art team in Lava Bear Studios, LLC.
Tools Used
Photoshop
Substance Painter 2
3DS Max
ZBrush
Modular Sci-Fi Hallway
Modular Hallway (In-Editor Example)
Structural Assets & Props
Structures 2, Tents, and Bunkers (Gif)
Slum Houses (Gif)
Structural Assets (Gif)
Assets In-Editor (Gif)
Blueprint, Downloadable Demo, Group Project, Level Design, Modeling, Project Management, Visual Scripting
Unreal Engine 4 – Zesty Summer (Downloadable Demo)
Submitted for Unreal Engine 4 Summer Game Jam
Theme: Blessing in Disguise
Event Length
2 P.M. June 29th -> 11:59 P.M July 4th
0
Game Jam Duration (Hours)
0
Hours Spent Working
Visit our post on the Unreal Engine 4 Game Jam Submissions Forums!
Unity 5 – The Great War: Strategic Tactical Advance
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My Level Design Walk Through
Role
Level Designer
Task Assigned
Re-create a battle from World War 1 into a RTS (Real Time Strategy) Level.
Tools Used
Unity
Git
3DS Max
Skills Utilized
Level Design - Set Design - Research - Model Manipulation
Overview
A team project RTS made for the World War 1 Centennial. My focus while on this project was the battle of Passchendaele. The team utilized GitLab as our main form of Source Control.
Find Out More:
Above: Paper map for the battle of Passchendaele. This paper map uses 2 real life maps of Passchendaele during WW1. One was used for fine detailing of the town road system and the other was used for general town location and trench systems.
Above: Early stages of British trenches.
Above: British artillery gun set design for Passchendaele with more visible in background.
**Models and textures accredited to other members on the team**
Above: More detail trench work on the German line inside of Passchendaele.
Document of Work:
Unreal Engine 4 – Ascendance
Role
Project Lead
Assigned Tasks
Assigned team tasks, created weekly game builds, debugged, worked on side tasks, provided direction, and mentored other team members.
Tools Used
Unreal Engine 4
Axosoft
Slack
TortoiseSVN
Trello
Google Drive
Skills Utilized
Level Design - Mentoring - Project Management - Concept Paper Maps - Quality Assurance Documentation - Source Control - Task Assignment - Unreal Visual Scripting
Overview
Ascendance is a first person survival game. This project was created by a group of students at UAT (University of Advancing Technology).
Game Story - Read More
Game Story
Ascendance starts off as a world set in the year 2065 after a biological warfare started by the Russians. The United States put project Bastion into motion which was giant underground self sustaining bunkers to help protect its citizens, however the bunkers were not built to withstand chemical warheads. The story takes place inside of Bastion: 01 also known as the presidential bunker. After the chemicals seeped in only 10% of the inhabitants remain un-mutated. The player makes choices with the half-Asian female main character who has grown up entirely inside of the bunker, not knowing what the real world used to look like. The player must survive, as they are entrusted with the information about a fail-safe opening with Bastion: 01's doors, which have been locked shut since its original lock-down. The player must race against time and mutants they will face in order to make it out of Bastion: 01 before it is too late.
Project Start - Read More
How It All Started
The project started as a student innovation project and was moved into the production studio course. There the project recruited 31 members for the first semester in the game studio. We utilized management tools such as Axosoft, Trello, Google Drive, TortioseSVN and Slack in order to help keep organized and on track. The project went through several stages of minimizing scope of the project and scale of the levels in order to make a working prototype by the end of the first semester. The project was presented at the Greenlight event at UAT and was accepted for another semester in the game production studio. During the second semester the project started out with 15 members. During this time I made a call in order to re-vamp what levels the game would feature. Originally the game was planned to feature 4 unique areas, however due to the scale of this the project fell short of having fully completed levels. Instead the focus was to create only 3 unique areas and to split the first one up into smaller bits for each designer. By doing so the team was able to divide and create the settings required for the game. Ascendance was also posted onto Unreal forums and several other social media locations in order to spread word of the game. Towards the end of the second semester in the production studio, Ascendance was pushed through as a playable free-demo available on the website.
Before & After (Hover to Flip)
**Full credit to team members Aaron Ramirez (Level Design), Mike Demo (Environment Assets), and Chandler Demming (Concept Artist / Environment) for creating the above scene.**
Above: Showing my main menu blueprint; the options sub-menu.
Above: My behind scenes work for persistent level loading / unloading as the player moves throughout the game. Affects screenshot above this one.
Above: In editor modification of character texture made into material to add pores and other attributes to add realism.
**Credit to Gabriel Vielle for the original character material / model.**