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Mountain Refinery

Walkthrough Video:

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Deathmatch Video:

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Screenshots:

Mountain Refinery Aerial View 1 Mountain Refinery Aerial View 2 Mountain Refinery First Level Mountain Refinery Second Level Mountain Refinery Inner Room Mountain Refinery Control Tower Mountain Refinery Center of Control Tower Mountain Refinery Elevator Shaft Mountain Refinery Mountain Room Mountain Refinery Outside Central Room

This is a level I created in Unreal III to gain experience in creating a Death Match Level. The initial concept was a refinery placed between a few mountain tops. I spent a week building and testing the level. It was interesting working with the terrain engine and trying to get the holes in the terrain to match up to the building geometry. Bot pathing was also challenging to get the bots moving around relatively smoothly without catching on geometry collision.

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Antarctic Base Header

Walkthrough Video:

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Screenshots:

Antarctic Base Portal Room 1 Antarctic Base Portal Room 2 Antarctic Base Stairs Antarctic Base Hallway Antarctic Base Lab 3 Antarctic Base Ship Crash Antarctic Base Ruins Hallway Antarctic Base Ruins Neural Node Room Antarctic Base Ruins Queen's Room Antarctic Base Alien Ship

This is a level I created in Unreal III for a design test. It was designed for a single player level for one of their products. I spent a week and a half building the level from scratch as well as creating all associated documentation. I first designed the level in 2D using Adboe Illustator, then built it in Unreal Editor. Below you will find the level walkthrough document as well as the build note document which takes you step-by-step on the level's construction.

Antactic Base Level Design Document: AntarcticLevel2D_Walthrough.pdf pdf icon (Right-click and select Save As)
Antarctic Base Build Notes: AntarcticLevelBuildNotes.pdf pdf icon (Right-click and select Save As)
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Project Unlife Header

Project Unlife is a personal design project that I have worked on for the past few years. It is set in a post apocalytic fantasy game world. I have spent a long time researching current and future online gaming trends and have taken this information and designed a game to capitalize on all the major data points collected. The game at its core is extremely modular and allows for easy expansion and adaption to player metrics. Below is an abbreviated design document for the game outlining several key features. *Note document is password protected, to recieve access, please email me for password.*

Project Unlife Design Document: ProjectUnlife.pdf pdf icon (Right-click and select Save As)
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Mountain Refinery

Screenshots:

Kitchen Box Climb Furlough Cut Scene Kitchen Candlesticks Kitchen Ledge Climb Kitchen Ledge Drop Kitchen Ending Cut Scene Caravaggio Cut Scene Furlough Jump Cut Scene

Tales of Despereaux was the first major game I worked on at Sensory Sweep. I was brought on the team after the team had been working on the project for almost a year. I was brought on after a few team members left the company as well as when it was decided that the entire camera system had to be redone due to the inability of the target audience to play the game under a free camera system. I created the camera system on a few of the levels such as The Kitchen, Rat Medina, Steps, and The Sewers (before it was reworked) before moving onto the in-game cinematic sequences and scripting the cameras, dialogues, and animations in them. I also worked with the audio engineers to resolve audio bugs and set up the scripts for some of the audio effects. The above screen shots are a small sample of some of the camera work and scripted sequences I created.

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Mountain Refinery

Level concept art created by concept team:

Temple Entrance Stone Head Chase Jade Bowl Aqueduct Steam Shaft Ending Path Selection Queztalcoatl Path Xiuhtecuhtli Path Xolotl Path

After working on The Tale of Despereaux, I changed teams to assist on Vacation Isle as a level designer. Similar to The Tale of Despereaux, the project had already been in development for over half a year and most of the design had been set. I was given the opportunity to design a level, however, I had to have a preliminary level design in a few hours for review as the team was already behind on the milestone schedule. I created the Aztec zorbing level, zorbing is basically a person running around in a giant clear ball, and successfully worked with the art concept and modeling team to deliver a solid concept, that was reviewed and received approval from management as well as receiving positive reviews from the children who were focus testing the different levels. I worked directly with the concept team and provided them a reference image document along with the level design document in order to best direct their efforts.

Unlike other levels that had been designed at the time, I designed the Aztec level after a theme park ride style design to have distinct sections as well as having an overarching story that gives the player something to do while they play the level instead of just trying to get to the end as fast as possible. This overarching game play was based on the Aztec ball game called Ullamaliztli As players played through the level they would attempt to roll through huge stone rings dedicated to two different Aztec gods. Depending on which ones they went through the most, the player was rewarded with one of three possible ending tracks for the level. Below is the level design document I created for the level.*Note document is password protected, to recieve access, please email me for password.*

Aztec Zorbing Level Design Document: VacationLevelDescription.pdf pdf icon (Right-click and select Save As)
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Mountain Refinery

Iron Stars was one of the first projects I worked on at Sensory Sweep. It was designed to be a first-person tactical shooter game as well as incorporating cooperative gameplay elements. Like almost all the projects I worked on, it had already been in development for several months with a plot mostly hammered out. I was set to be in charge of the cooperative online design of the game as well as how the online system worked into the various other aspects of the game. I also worked on the demo level design and presentation elements. Unfortunately due to the technological and financial limitations the project was eventually shelved. Below are documents that I wrote for the project. *Note documents are password protected, to recieve access, please email me for password."*

Iron Stars Boss Fight Document: IronStarsBossFight.pdf pdf icon (Right-click and select Save As)
Iron Stars Demo Document: IronStarsDemo.pdf pdf icon (Right-click and select Save As)
Iron Stars Cooperative Document IronStarsCoop.pdf pdf icon (Right-click and select Save As)
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Mountain Refinery

Paranormal was the second design project that I worked on at Sensory Sweep. The game is a survival horror game with a technological and psychological twist. I was given a short one paragraph page with a general idea called Psychic Plantation. I was tasked with taking this initial concept and expanding it into a more robust design that even contained a short marketing section on how the game could be marketed. I designed an original mythology which included a history for a town, character bios, and the primary locations of the game. I decided to pull the game in an entirely new direction from the typical survival horror genre with zombies and craft something based on many of the different occult theories and fringe science. Like Iron Stars, the game was shelved due to technological and financial limitations. Below is the design document I wrote for the game. The document was worked on for about a week before the concept was shelved for work on another project. *Note document is password protected, to recieve access, please email me for password.*

Paranormal Preliminary Design Document: ParanormalDD_2_0.pdf pdf icon (Right-click and select Save As)
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Mountain Refinery

Food Fight - The Aisle Wars was another project I worked on at Sensory Sweep. It was to be a collection of mini-games for the Nintendo Wii. Initially it was to be a tie in for a animated movie, however, after the development schedule was determined to be not feasible, it was turned into its own I.P. As such I worked on the document below with a story tie in as well as several mini-games and how they would all flow together. I later compiled other documents for the project, but the document below represents all work created by me. I also created concept art for a few of the game villians. *Note document is password protected, to recieve access, please email me for password*

Aisle Wars Design Document: FoodFight_1_3.pdf pdf icon (Right-click and select Save As)
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Mountain Refinery

bullet imageGame On!

Game On! was a pitch created for an Xbox Live game based on 2 vs. 2 basketball game with the main character being LeBron James. The game was designed to cater to the casual game market, not so much the hard core basketball market. As such every character the player can chose to play is Lebron James in different stylized outfits each having their own unique abilities. Players are also able to run up the different level sides while trying to score. There were a variety of levels which contained environmental hazards and props from a prehistoric stage to a regular gym. *Note documents are password protected, to recieve access, please email me for password.*

bullet imageFat Ninja

Fat Ninja was a pitch created from the Nintendo Wii. It was designed to utilize many of the game engine features that had been built for other games. Fat Ninja was an adventure platform game with similar game mechanics to the Jak and Daxter games.

bullet imageCosmic Music

Cosmic Music was a simple rhythm-based game designed for XBox Live.

Game On! Pitch Document: GameOn.pdf pdf icon (Right-click and select Save As)
Fat Ninja Pitch Document FatNinja.pdf pdf icon (Right-click and select Save As)
Cosmic Music Pitch Document Cosmic Music1.3.pdf pdf icon (Right-click and select Save As)
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