On this page are various other individual projects I have worked on. These projects range from exercises in screen composition completed over the course of a day, to small projects taking a numbers weeks aimed at learning an engine or scripting language. While these projects do not represent the level of quality I expect out of my major projects, I wish to show them because I feel each demonstrates a lesson learned and shows some of the work that I completed at the same time as my other major projects.


CoD4 Radiant Scripting Project Half-Life 2 Screen Composition Project
Scenic Route Emotional Vignettes

Lua Scripting Project

Oblivion: Into to LD
Lua Quest The Lost Isle
  • Scenic Route

    Development Time: 16 Weeks
    Role:

    • Created all design documentation and 2D maps
    • Blocked out all geometry and placed models
    • Scripted all sequences

    Engine Used: Radiant (Call of Duty 4)

    Description: This level expands the story of the Abrams tank "War Pig", but this time from the perspective of the tank's gunner. The player is only concerned with firing the tank's mounted machine-gun (the .50 cal M2) and the main cannon (120 mm M256). The look and feel of the level is similar to the tank escort mission War Pig while having the gameplay similar to Death from Above or the turret portions of Shock and Awe. The level takes place on the way into "The Capital City". At 04:30 an Improvised Explosive Devise (IED) separated call sign "War Pig" from its company. This means that "War Pig" must take an alternate route to rendezvous with its company.

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  • Emotional Vignettes

    Development Time: 1 Day (Each)
    Role:

    • Designed all scenes
    • Constructed scenes, adjusting for engine limitations
    • Gathered feedback on emotional responses to scenes

    Engine Used: Source (Half-Life 2: Episode 2)

    • Vignette 1: For this emotional vignette, I chose sadness. The goal was to show a more human side of a HL2 Character.

      The scene conveys different forms of sadness depending on the way the player reads the emotion scene: from the perspective of a third party, not a part of the scene, they take away a sense of grief, if they look at it from a first person onlooker they have a sense of sympathy.

    • Vignette 2: For this scene, I emphasized sadness/neglect. Similar to my first vignette this scene show sadness, but it shows it in a different way. In this case, the sadness in an uncertain form brought on by a neglected apartment home.

      The vignette shows this apartment in this way because regardless of if the player views the apartment, the player can understand the feeling of sadness and neglect the apartment conveys. While on its own this scene causes uncertainty, just adding a few key elements before or after the player sees this area can shape their experience in a variety of ways. Perhaps the best example was one given by a fellow student just by looking at the scene, "Jenny! I'm back and I finally kicked my heroin addiction . . ."

    • Vignette 3: In this vignette, I was keeping with the same theme of sadness from my previous vignettes, but adding in the addition of anxiety and worry. Having established the theme of showing the same emotion in a variety of ways, this vignette takes that one-step further by conveying it in different ways within the same scene.

      The dichotomy of emotions between the two rooms serve to emphasize the overall emotion of the scene. With a stripped bed and darkened lights, the left room to gives a sense of loss. Conversely, the right well lit room has clues that the room is still in use by a patient that is likely in an operation. While both rooms convey a sense of sadness on their own, the presence of both further emphasizes the sadness and gives it a touch of ominous foreboding.

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  • Lua Quest

    Development Time: 8 Weeks
    Role:

    • Gameplay Functionality Scripting
    • Bug Fixing

    Engine Used: LuaX

    Description: LuaQuest was a project completed for my Programming for Level Design 2 course during my third term at Guildhall. In the project, we were given a game that was incomplete and had several major bugs. As part of the project, we were required to create the missing functions and fix a majority of the bugs. In addition to bringing the game up to a playable state, a new game feature and a change in art were also added. The new feature I added was a character generation screen and system, and in honor of the Guildhall's program, I make all the enemies portraits of professors and call the Game "Sleep Deprivation: Guildhall Simulator." This project gave me a good understanding of LUA and allowed me to examine and work with a basic engine loop first hand.

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  • The Lost Isle

    Development Time: 8 Weeks
    Role:

    • Created all design documentation and 2D maps
    • Designed and implemented quests
    • Scripted all sequences

    Engine Used: TES Construction Set (Oblivion)

    Description:The Lost Isle mod works independently of Oblivion and its expansions. The Lost Isle adds a new area with its own quest line and side quests but is set in the same time and world are Oblivion. After starting a new game while the data file enabled, the player is on a boat that ends up shipwrecked by a storm. Trapped, the player must help the locals and find a way to escape.

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