Blank Canvas
Tools: Monogame for Visual Studio (C#), Adobe Photoshop, Corel Painter
A game developed in Monogame for Visual Studio. This 2D puzzle platformer involves an artist restoring color to orbs in the color world. This project contains over 4,000 lines of code and 6 distinct levels with an increase in difficulty and mechanics. All assets and programming were created by a development team which included myself, Seth Weidman, Sam Heckle, and Tanat Boozayaangool. I was specifically responsible for creating and programming puzzle elements, static assets, puzzle element interactions, and level design.
Images | Videos
The Vacuum
Tools: Unity (C#)
The Vacuum was a group project that was created in Unity in five weeks. The game is a fast-paced 3D horror survival game where you are stranded in a dark alien-infested ship with only a light gun to protect you. Each member of the team had a specialized role in creating the game. I took on the roles of level designer, GUI designer, and game balancer. My team, the Beep-Boppers, included Joel Petritsch, Tanat Boozayaangool, Benson Sherman, and Aidan Markham.
Images | Video
Project: Colossus
Tools: Unity (C#), Steam VR for the HTC Vive
Project Colossus is a game developed for the HTC Vive VR Headset in Unity that mixes a VR experience with a traditional FPS. For this game I programmed the FPS players, gameplay mechanics, and assisted with debugging issues that occurred for the VR player. My group, the Indecisives, included William Montgomery, Jared White, Sanketh Bhat, Abby Hurd, and Dylan Lobbregt.
Videos | Imagine RIT Article
Down the Rabbit Hole
Tools: Unity (C#)
Down the Rabbit Hole is a fast-paced 2D top-down stealth game developed in C# for Unity in 6 weeks. A rabbit has gone too far down the rabbit hole and ended up in an Underworld full of monsters! Avoid being detected by otherworldly beings, collect carrots, and escape the Underworld. The game consists of 25 unique, fast-paced levels that'll keep you on your bunny feet. The game was made by the Beep-Boppers which included Joel Petritsch, Tanat Boozayaangool, Benson Sherman, and Aidan Markham. I was specifically responsible for coming up with enemy designs, enemy behaviors, and level design and implementation.
Images | Video | Download
Mansion Mayhem
Tools: Unity (C#), Corel Painter
Mansion Mayhem is an ongoing solo passion project developed in Unity with C#. This arcade horror, dungeon crawler game stars an inventor who traverses haunted locations around the world. In each level the player must complete a mission based on the supernatural. This project helped me learn about topics that I would otherwise not have learned in class like 2D particle systems, GUIs, and creating dynamic dialogue systems using text files. Mansion Mayhem has been continuously worked on since March 2017 and was featured in Roc Game Fest in 2018 and Imagine RIT in 2019.
Images | Video | Web Demo
Acceptance
Tools: Unity (C#), Corel Painter
Acceptance is a 2D RPG game developed with C# in Unity. This game was created during a week-long game jam called ResistJam where teams created games that resist oppressive authoritarianism. In the game you act as an orange alien immigrant trying to be accepted into a society of humans. Throughout the game walk in the alien's metaphorical shoes sharing their perspective to non-player characters. Quest design, the quest system, dialogue, and most of the art assets were my contribution to the project.
Images
Digital Holocaust Memorial
Tools: HTML, CSS, Javascript
A digital literature experience programmed for the web browser using the built-in web canvas and JavaScript. The experience was inspired by the Children's Memorial at Yad Vashem, a Holocaust museum in Israel. Flames are placed and phrases are randomly generated when you click on the page. Each are supposed to evoke emotions with those who interact with it.
Try it Here!
Trip to Mars
Tools: Unity (C#), Autodesk Maya
Trip to Mars was a group project that was created using Maya and Unity. All people involved in the group had to create 3D models for a Unity Scene set in an environment of our choosing. My group, the Space Geckos, included Jüri Kiin, Austin Ford, Ryan Lowrie, and myself. I created the main Martian base, telescope radios, the solar system display, and the craters in the game.