PROJECTS
Summary
Reimagining the classic box-nudging concept, combining it with tricky puzzles. Conquer over 50 challenging levels across 7 distinct areas.
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Co-led production management, overseeing scheduling, milestones, and the overall development process.
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Designed and implemented captivating puzzles and engaging levels for an immersive player experience.
Summary
FR-Temple is a community level made for the Unreal Tournament Blitz(2017)
Blitz is a 5v5 game mode where the attacking team has to bring their flag to the defender base to win the game. The defending team wins by exhausting the attacker's lives or reaching the time limit without the flag being delivered.
Summary
I intended to analyze and recreate a multiplayer map from Call of Duty: Modern Warfare. This project was a study challenge and practice, for my level design and block-out skills. The study level was built on Unreal Engine 5 to learn more about UE5 modeling tools for blocking out the level. I used Lyra Sample Game to create the gameplay.
Summary
As a part of my graduate course, I was tasked with creating a collection of game assets that could be used to create a game environment. 'The Alley' was created over the course of 10 weeks.
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Created blockout to achieve a proper sense of scale.
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Models were created using 3ds Max.
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Tileable textures were created using Substance Designer/ Painter.
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Imported everything in Unreal to set up materials and lighting.
Summary
JRPR in short is an action arena fighting game. A chaotic couch co-op where pirates rumble against each other in different game modes. As a Junior Game Designer,
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Created level block-outs for the game.
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Worked closely with programmers iterating through gameplay features; player abilities, power-ups, and other game mechanics.
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Defined rules and helped in prototyping player abilities and game modes.
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Worked with Art Director to ensure changes in the environment are both beautiful and do not conflict with design.
Summary
Captain Kosmo is a game close to my heart. An endless action-adventure game, Captain Kosmo’s adventure takes you to various corners of the galaxy with many bosses to fight with. I got my first opportunity to work as a game designer on ‘Captain Kosmo’ with Sun Technologies Inc.
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Took ownership of the design of core mechanics, controls, and camera dynamics, as well as the planning for how they should be used in-game
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Took ownership of design documentation and communication with the entire Production team. Kept all relevant documentation maintained for future reference.
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Adjusted the balance and implementation of Game System and Level Design to allow for a player experience that aligns with the vision of the Art Director
STUDENT COLLABORATIONS
Project Management | Architectural Visualization | Research
Summary
This project was a collaboration between Deloitte Digital and SCADpro, to re-imagine the way in which Deloitte Digital produces its digital content and to assist in the research and development of concepts for the future video production facility.
Summary
This project was a collaboration between Delta TechOps and SCADpro, to assist in the research and development of concepts for a mobile game to support training and education for Delta TechOps Engineers.