• Final Boss Fight - Kiara

    A final boss fight I developed using Unreal Engine 4. My responsibilities included project direction, game design, programming, level concept, level design, set decoration, lighting, and some particle FX and texturing. Models and animations are from a variety of sources, such as Paragon, Virtual Studio, Infiltrator Demo, City Park Environment Collection, etc.

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  • Boss Fight - Vehement

    A boss fight I developed in Unreal Engine 4. My responsibilities included project direction, game design, programming, level concept, level design, set decoration, lighting, and some particle FX and texturing. Models and animations are from a variety of sources, such as Paragon, Multistory Dungeons, Elemental Demo, etc.

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  • Level - Legacy

    This is a custom level I built for the sadly-discontinued Unreal Tournament game on Unreal Engine 4. Legacy is one of my favorite projects to date. After a long history of Unreal Tournament 3 maps, I hoped this would be a perfect marriage of my UT3 style and the commencement of a new chapter of level design for me in the new Unreal Tournament game. Unfortunately, the latter was not to be, as Epic Games turned their attention to other projects, and the game's community largely disbanded. Nevertheless, I'm proud of what I accomplished and what I learned. In some ways, the discontinuation of Unreal Tournament set me on a new path where I began to build my own games from the ground up. My responsibilities on this project included level concept, level design, set decoration, lighting, and some texturing and particle FX. Models are primarily from within Unreal Tournament, with some exceptions such as the fluids which originated from the Elemental Demo.

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  • Environment - Voss Reborn

    Built in Unreal Engine 4 in four days as a part of the application process for a Level Designer position, for which I was accepted. The video itself took more time to edit, however. Star Wars: The Old Republic's "Voss" planet recreated in Unreal Engine 4. My responsibilities included level concept, level design, set decoration, lighting, camera work, and video editing. Models and animations are from a variety of sources, such as Paragon, Open World Demo Collection, etc.

  • Level - Tech This

    A reference both to the Super Smash Bros. series as well as to the lack of sci-fi elements common to most Unreal Tournament maps, Tech This is designed to provide seasoned players with a little bit more of an environmental challenge. It was mostly completed in a single weekend. This map is designed to be more challenging than other maps, requiring the player to make use of advanced techniques such as wall-running and wall-dodging. I took the liberty of experimenting with a few advanced material types in this map, such as depth-faded skyboxes. My responsibilities on this project included level concept, level design, set decoration, lighting, and some texturing and particle FX. Models and animations are primarily from the Sun Temple, with some minor exceptions.

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  • Game - Survivors of Spacewar

    An endless runner game I developed using Unreal Engine 4. My responsibilities included project direction, game design, programming, level concept, level design, set decoration, lighting, particle FX, non-character texturing, and some modeling. Character texturing, as well as tombstone and rock modeling courtesy of my friend Josh Robinson.