Game Development
Take a look at current and upcoming projects. Including: game development, Quest/System Design and Modding practice all withing the world of Game Development.
Unreal Engine for Fortnite
UNCG hosted a Game Jam in partnership with Epic Games; we were given 48 hours to utilize the Unreal Engine for Fortnite to build creative levels and mini-games within Unreal engines to learn and test the skillsets.
Our result was a tower climbing-styled game focused on branching pathways.
Stage: Complete
Work Done:
Level Design
Designed a general environment for each level
Designed guides and contexts for each environment for navigation
Assisted in the securement of level and removal of unneeded fields
UX/UI Design and Implementation
Implemented unique ring and hand UI for first-level
Gameplay Design and Development
Assisted in narrative development and environmental factors for each level
Built Environmental features including environment, guidelights, and enemy disbursement
Play Tests - Into The Verse
Across the verse is a third-person tower climber RPG set in a looping dreamscape. Follow the path, defeat your enemies, and answer complex questions to escape the dreamscape. This game features customized buffs, RPG-styled questions that affect your outcome, unique UX/UI, and complex-level design and objectives.
Play Code: 6350-1259-7314
ABK Game Jam
Activision Blizzard King hosted a 2 week long Game Jam in partnership with Unity; we were tasked with creating a Christmas-themed game. To be playable and uploaded to Itch.io.
Our final project was an isometric high-stress toy-building game inspired by Overcooked and similar multiplayer party games.
Stage: Complete
Work Done:
Level Design
Generated possibilities for the first three levels
Constructed the finalized level design for the first stage.
Gameplay Design and Development
Assisted in narrative development and environmental factors for each level
Built Environmental features, including the conveyor belt's length, speed, and disappearance of resources from the conveyor belt.
Management
Assisted in organization efforts via Sprints
Assisted in reassigning tasks and workloads to benefit a 14 person team
Assisted in scheduling and running weekly check-ins, including team management in 4 unique time zones.
Santa’s Workshop Challenge Precision Toy Assembly
It's almost Christmas Time! And Santa needs your help on a bit of a rush job! Collect toy parts from the conveyor belt, build your masterpieces, and get them to the sleigh before time runs out!
24 Hour Sprint: Study of F.E.A.R.S
As a team of four, we were challenged to build a game within 24 nonconsecutive hours over one weekend.
Our result was a first-person mascot horror game built with a focus on NPC movements and tracking, environmental and technical arts, character movement, and quest design on a larger scale.
Stage: In Development
Work Done:
Level Design
Collected assets for a given level
Constructed the finalized level design for the stage
Gameplay Design and Development
Constructed and assisted with general NPC movements, speed, and such
Constructed checkpoints and overall game tasks
Built Environmental features, including the target points for each stage, timer, and door heights
Assisted in narrative development and environmental factors
Management
Assisted in organization efforts via Sprints
Assisted in reassigning tasks and workloads to benefit a 4 person's student team
Play Tests - Trials of FEAR
Trials of Fear was built within 24 hours as a personal challenge and test of our collective skillsets, with the intent of rebuilding the game in a similar fashion in six months. An experiment gone wrong results in a monster being released into the the science facility. Now it is up to you to build a poisonous gas strong enough to take down the monster and escape.
Cadenza
For our Game Design course, my team spent time learning the fundamentals of game development and implementing this within two weeks for our first game design.
The result was Cadenza, a Bullet Hell Rhythm Game that focuses on replacing the enemy songs with your own. Constructed Utilizing Unity, with assets created within Maya. Currently, Cadenza is in the pre-beta stages; the following are our concept tests for movement, arena size, and the arena boss.
Stage: In Development
Work Done:
Level Design
Constructed a prototype for the shape of the arena and enemy disbursement.
I constructed a mockup of the main boss features and environmental effects.
Gameplay Design and Development
Built Environmental Landscape
Assisted in narrative development and environmental factors for later iterations
Play Tests - Cadenza
A young exorcist in training finds a strange cult has brainwashed her town with their song. It falls to her and her friends to undo this evil song and return the order to their home.
WoW Quest Encounter - Xolotl
Stage: Testing
An endurance Encounter Quest for a World of Warcraft event centered around a trickster, Axolotl Dragon, who requires you to deplete their mana and keep them at 50% health for a win.
Developed a design document for a WOW Concept Quest, Overseen, Approved, and Edited by a Senior WOW Quest Designer. This design mimics that of Odin within older launches of WOW Events and features multiple stages of combat you’re required to trigger, as well as a skilled hand of resource management.
This project is intended to showcase budding level and gameplay design skills on a higher level.
Design Documentations
Learn more by checking out the design PDF on Dropbox
Adventure Architects: Game Forging
Stage: Pre- Production
Adventure Architects is a free-to-play, educational assistance game designed to provide students of all ages a chance to learn the core concepts and basics of Game Development and Utilization of Game Engines that aren’t commonly accessible outside of self-taught lectures or courses offered through schools. This game will be created via the Unity or Unreal engines depending on future development preferences.
Two young adventurers live in a broken video game abandoned by its developers. Still desperate to explore, they ask for the help of the players to finish their game and allow them to bring fun to all kids. You’ll go through building UX/UI, Repairing Visuals and Roadmaps, Constructing Puzzles and Boss Battles, and more.
This assignment is currently in the design stages, including character concept art and game feel mockups. Jadelyn Phinazee crafted the designs of Atlas and Amy.
Game Development Documents
Learn more about the internal workings of Adventure’s Architect but downloading the Pre-Production Documents.
HouseHold Rules
Stage: Pre-Production
Household Rules is a 3rd person RPG Puzzle Game with mechanics centered around learning through trial and error rather than tutorials. This game will be created within Unity.
Escape from your great aunt's strange home and discover the mystery of your family, but look out, this place has its own rules. And breaking them has consequences.
More to Come
More to Come
Baldur’s Gate - Nightskin Mod
Stage: Pre-production
Adding the base of the Nightskin Character Race mod into Baldur’s Gate III alongside two subraces - Libra and Gemini. This Modded Race is based on the famous work of Neo Soul God.
This project is on hold pending the skins and updated graphics needed for the visual mod effects. However, the race features are in the process of production.
More to Come
More to Come
More Projects are coming! So please stay tuned and stay in contact to hear about future works.