Personal Work
PROTOTYPING | EXPLORING | LEARNING
Personal Work
PROTOTYPING | EXPLORING | LEARNING
I’m always building to learn things and test ideas. My basic process involves getting ideas in front of people early, play testing, and using feedback to iterate toward the best experience. Unity/C# tends to be my scratchpad but it really depends on the idea and how its going to be tested. Below are some samples of my personal work, including two indie titles that I shipped.
Project Igneous
KINECT MECHANICS | Unreal / Kismet
Overview
Igneous began as an exploration in using Kinect input to give players the power to control the elements. Imagine how much fun it could be to play with or against others by using your body to wield the elements! Or, use your abilities to help characters and interact with the game world.
Also, I’m a huge fan of Avatar, The Last Airbender series. So, I started with Toph. (Who wouldn’t?)
Prototype
This particular prototype was developed to help understand more about how these motions could translate to the device, when fatigue could occur, and identify potential problems with the concept.
Next Steps
- Initial prototype built on old version of Unreal. Rebuild in Unity and begin testing with Kinect device
- Understand fidelity of input and map it to the player’s sense of mastery
- Multiplayer testing
- Incorporating DK2
Motion Testing
The basic motions are as follows:
Summon / Hurl
Start with hand below waist, raise hand toward chest. To hurl, use a push your hand forward from your chest.
Stomp Spire
Raise leg followed by downward stomping motion
Rock Wall
Arm out to the side, swipe hand across body
Project: 2021 / Source Runner
SOURCE ENGINE | HAMMER EDITOR
BOT MECHANICS
- Input Toggle – Bot/Player control
- “Remote” control via render to texture
- Realtime crafting
- AI prototyping
- Destructible environment
- Explore possibility space for bot
RAIL TURRET
- Modeling AI for environment-based enemy type
- “Remote” control via render to texture
- Stun / stall mechanic
- Test vertical limitations
- Explore possibility space
BOMB TURRET
- Modeling AI for environment-based enemy type
- Rhythmic/audio pattern recognition
- Risk vs Reward: Bomb carry
- Exploring possibility space
Project: Roller Blitz – (Shipped)
UNREAL | KISMET | iOS
Tilt Controls | Mobile
Roller Blitz was an exploration into making tilt control feel predictable and responsive. It is made entirely in Kismet, which is Unreal’s visual scripting language.
All but music and some audio was done as a solo endeavor.
UX/UI, F2P framework, GameCenter, Analytics, Characters/AI, weapons, power up system, art and level design.
Project: Super Genius Racing – (Shipped)
Unity | C# | iOS
Math Improvement | Mobile
Super Genius Racing was a project designed to improve simple math skills.
C#, Game Design, UX/UI Design, F2P framework, GameCenter, Analytics, Art
Next Steps:
Testing to see if basic math skills have improved after playing.