Most Recent Work
Teddy Bear Rescue: An Airport Adventure (Intro To Level Design Final)
For final project in my Intro to Level Design class at DePaul University, I was tasked with creating a polished and functioning level that uses the physical play space to showcase the narrative I want the player to experience.
What I did for this project:
- Designed the level idea and game flow
- Created maps to base the game space on
- Created a blockout of the level
- Built the level space, using my blockout as a template to build the environment around with 3D assets from FAB (Unreal asset store)
- Programmed spatially based interactions using collision boxes to trigger events
- Set requirements for some events that players must meet before the event can be triggered (i.e. collecting a keycard before you can unlock a door)
- Lighting for the scene
- Audio for the scene including ambient audio and voice lines
Final Space Screenshots:
Initial Blockout Screenshots:
Maps:
Whispering Woods Minecraft Mod
Enter a mystical new biome with the Whispering Woods mod! Introducing five new mobs, a complete new wood set, new glowing plants to light your way through the biome, and more!
Working in a team with nine other designers, we spent ten weeks planning out, designing, and developing this Minecraft mod. As the head of the programming team, I divvyed up the work between myself and the two other programmers with soft deadlines to encourage spacing out the development with the time we had, I communicated with the art and sound teams about the proper file formats they would need to export their resources in so I could import them into the project, I collaborated with the art team while implementing their textures and models as we found things that needed to be changed after playtesting, and I participated in bi-weekly standups where I communicated to my team where I was at with the work I was doing and what I still needed to get done or would need support on.
I did a lot of work within MCreator that involved many different mod elements so here is the full list of every mod element I made and worked on:
Living Entities: (created behavior AI, spawning conditions, assigned properties for health/speed/strength/etc., imported the model and texture variations)
- Gnome
Plants: (imported the texture and assigned properties)
- Firefly Bush, Haunted Dandelion, Haunted Wildflower
Blocks: (imported textures and assigned properties to fit the vanilla block we based the new block off of)
- Whispering Log, Whispering Wood, Stripped Whispering Log, Stripped Whispering Wood, Whispering Planks, Whispering Stairs, Whispering Leaves, Whispering Slab, Whispering Fence, Whispering Fence Gate, Whispering Door, Whispering Trapdoor, Whispering Pressure Plate, Whispering Button, Whispering Tree Sapling
Armor: (created armor set, imported textures, and assigned properties)
- Gnome Hat, Gnome Boots
Loot Tables: (created loot table and edited the weights of each possible drop using many playtests to make a balanced loot table)
- Gnome Drops, Whispering Leaves Drops
Tools: (imported the vanilla wooden pickaxe texture and assigned properties to match)
- Gnome Pickaxe
Procedures: (used the in-engine block based coding to create procedures to run when called by other mod elements)
- Gnome Pickaxe Enchantment (applied bane of arthropods to the gnome pickaxe when it is dropped by a gnome), Apply Bane of Spirits (this was scrapped by the end of the project because we had to stay in scope but I spent quite a bit of time trying to make this enchantment work), Randomize Gnome Texture (randomizes the texture a gnome will have when it is spawned), Gnome Variation 1 (assigns the gnome texture to the first variation), Gnome Variation 2 (assigns the gnome texture to the second variation), Gnome Variation 3 (assigns the gnome texture to the third variation), Whispering Leaves Harvest Condition (allows leaves to only drop when broken by shears), Whispering Log Right Clicked On (strips the wood when right clicked with an axe), Whispering Tree Sapling Block Valid Placement Condition (only allows whispering tree saplings to be placed on dirt), Whispering Tree Sapling Bone Meal Success Condition (gives a 35% chance of success for using bone meal on a whispering tree sapling), Whispering Tree Feature_0 Additional Generation Condition (spawns a different whispering tree feature), Whispering Tree Sapling Block On Bone Meal Success (spawns the grown whispering tree feature), Whispering Tree Sapling On Tick Update (calls the additional generation condition for the whispering tree feature)
Biomes: (assigned air/water/foliage colors for biome, specified which features, structures, and mobs to spawn as well as how often to spawn them, edited generation settings to get the feel we wanted for our biome, and imported biome music and ambient sounds)
- Whispering Woods
Particles: (imported texture and assigned properties)
- Whispering Fireflies
Items: (imported textures and assigned properties)
- Acorn, Venison, Cooked Venison, Whispering Woods Disk (plays biome theme)
Item Extensions: (assigned fuel or composting properties to the item specified)
- Whispering Planks Extension, Whispering Fence Extension, Whispering Fence Gate Extension, Whispering Slab Extension, Whispering Door Extension, Whispering Stairs Extension, Whispering Trapdoor Extension, Whispering Pressure Plate Extension, Whispering Button Extension, Whispering Log Extension, Stripped Whispering Log Extension, Whispering Wood Extension, Stripped Whispering Wood Extension, Whispering Leaves Extension, Acorn Extension, Whispering Sapling Extension
Recipes: (created crafting or cooking recipes including the input and output for each)
- Whispering Planks Recipe, Stick Recipe, Stripped Whispering Wood Recipe, Whispering Wood Recipe, Whispering Planks Recipe, Whispering Stairs Recipe, Whispering Slab Recipe, Whispering Fence Recipe, Whispering Fence Gate Recipe, Whispering Pressure Plate Recipe, Whispering Button Recipe
Features: (built and exported the whispering tree using a structure block and saved it as a feature that I can spawn using procedures)
- Whispering Tree Feature
Level Design
Games
Blanding's Landing was developed by Levi Bjork, Isaiah Chapoy, Gwen Edgar, Tatiana Garces, and I with music by Willem Granzin with the Peggy Notebaert Nature Museum as our client through DePaul's 'Game Development II' class in the spring of 2024. This was my first time developing a video game with other people, as well as working with a client, and was an experience I learned a lot from regarding many different aspects of the game design process as well as with working in a team.
Portal Panic! is a tabletop dungeon crawler that I designed with Adam Stall and Syd Scott for my Game Design class at UCLA's Game Lab Summer Institute in 2022. This was my first expereince working in a group to make a game and was also the first class I took that focused on game design rather than development.
3D Modeling
Graphic Design