Rocket Spaz is a third person arcade flight game where the player controls a zany rocket and must fly around and explore levels to complete objectives. The game was developed over the course of 4 months, with a team of students, as a senior project for Full Sail University.
Take a moment to check out the two minute game play video to see the game in action; you can also view the post mortem video to learn a little more about the game’s development.
If you would like to try the game out yourself, feel free to email me (email@example.com) a request and I will send you a build.
Rocket Spaz 2 Minutes of Game Play
Rocket Spaz Post Mortem
Sound of Music
The Sound of Music is a first person game where you play as a Scrapper, a special kind of scavenger for hire that will brave the post-apocalyptic wasteland to retrieve valuables, resources or whatever the job calls for. Our story focuses on a special contract that sends the Scrapper in search of one of the last remaining pieces of music. The journey will take the player from a city’s abandoned streets, through a subway and to a secret underground vault.
The game was developed over the course of a month by a team of students, including myself, for the World Building class at Full Sail University. The class and project focused on further developing skills in level design, project management, and teamwork. I learned how to use version control software (Perforce), as well as developing a section of a level that would fit seamlessly with other areas that were being built simultaneously.
I took on the role of team lead, as well as the QA lead. As team lead I had to make sure that each team member had what they needed to complete the project. I scheduled tasks, meeting times, kept documentation up to date, and made sure the project stayed on task and within scope. As QA lead I made sure that bugs were being entered correctly on the bug list, and that the bugs were being tracked accordingly and fixed.
I was also responsible for designing and building a portion of the level. The area that I worked on had to be focused on an environmental exploration mechanic. I designed the level as a dilapidated subway transit substation. The main goal is to turn on an emergency generator to provide power to the subway system beneath it. I made use of debris piles and movable objects that the player will have to navigate through and use to progress through the level. Finally, I (comically) provided the voice of the main character.
Warriors of Time is a board game where two players must assemble a team of champions and battle for supremacy. The game was developed over the course of a month by a team of 5 designers, including myself. The idea behind the game was to design a type of analogue version of a MOBA game. The game uses a hex style game board, cards, die, glass counters and miniatures (the miniatures are represented by cardboard disks with the champion’s name on it; we didn’t have the time or resources for actual miniatures).
·Strategic team vs. team combat
oEach player chooses a team of five champions they must use to defeat the other team.
·Unique Champion abilities
oEach champion has active and passive abilities that they can use to attack their enemies and support their allies.
oCards that a player can acquire that give temporary bonuses or debuffs to a champion.
oEnemy champions are not your only concern! There are different types of terrain on the game board that can help or hinder a player’s champions.
These pictures show the game and game components. If you would like to take a closer look at the game, you can view the instruction manual here.
Rogue (mock Kickstarter)
Rogue is a game concept that a team and I developed for a team building class at Full Sail University. We were tasked with making a mock Kickstarter presentation for a game that followed a specific theme. The theme was "Darwinian future."
I have also included some of the level design concepts that I created for the game. They are very early concepts for us to visualize what a level might look like.
Check out the Kickstarter video. Due to the limited time frame and scope of the project (one month), we had to find art assets from the internet to get the feel of the game across. All proper citations for these images are listed at the end of the video.