My
Projects

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Battleground Mars(Refactor Games)

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Battle Pit Capture Point
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Storage Room with Lighting
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Battlefield Overlook Capture Point
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Crashed Ship Capture Point
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Defunct Tunnel Barricade
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Defunct Tunnel

Responsibilities

  • Own the level design revamp process for the "Conquest" level on a dystopian Sci-Fi First Person Shooter
  • Repurposed building structure and canyon assets using Blender and importing them into the engine
  • Coordinated with lead and director in the level design process and provide feedback based off of playtests
  • Ensured game performance is not compromised by instancing meshes and removing unnecessary assets
  • Created and networked UE4 blueprint scripts to attach VFX assets like muzzle flashes/smoke
  • Assist in prototyping and networking game features with lead and associate engineer

Trove(Refactor Games)

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Concept Art to Block Out for Town Hub
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Tri-Island: Collect 3 torches to open the door!
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Tri-Island: Collect 3 torches to open the door!
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Tri-Island: Collect 3 torches to open the door!
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Toador Island: Run through the temple to defeat the island boss!
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Toador Island: Run through the temple to defeat the island boss!
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Toador Island: Run through the temple to defeat the island boss!
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Teleport Island: Find the correct room via teleporters to obtain your treasure!
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Teleport Island: Find the correct room via teleporters to obtain your treasure!
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Teleport Island: Find the correct room via teleporters to obtain your treasure!

Responsibilities

  • Own the level design process for a pirate exploration game, inspired by MOBAs like LoL and Battlerite
  • Blocked out "City Hub" level to test flow and made adjustments to provide better spaces for player interactions
  • Designed "islands" with varying sizes and themes, mostly revolved around individual traps and puzzles
  • Designed Enemy Mobs and coordinated with overseas animation team on how to animate behaviors/attacks
  • Designed a Prototype Support Kit for a potential support class and gave feedback on other potential classes
  • Assist in ability design of dungeon boss "Toador" and its level with lead and associate engineer
  • Prototyped and networked various features like traps, puzzles, and destructible mesh with hp via UE4 Blueprint
  • Project managed for VFX art team by setting up Trello, assigning tasks, and coordinating with overseas art team

Phosphorous

I was the gameplay programmer for a game jam project called "Phosphorous"! Based off of the popular 2D horror-survival game "Darkwood". I helped prototype our Line of Sight System and completed a gameplay feature called the "Circuit Breaker Puzzle". Check out the video to see our demo level!

Reddit Microservices

A clone of Reddit Microservices created in Back End Development class at CSUF. This project includes API's that allows user/post creation as well as upvoting/downvoting karma & posts

COVID Map

A web application that uses a map to track the progress of COVID-19 in the United States. This project was created with NodeJS and GeoJson. Users can hover over a marker and see the progress of COVID in each state.

Discord Moderator Bot
(Dad Cuss Bot)

This is a auto moderator bot for the application Discord. Using the Discord API, I've created a bot that moderates Discord chat rooms. It can filter out, delete messages that contains cuss words, flip a coin, and roll a dice! You can add this to any Discord server by running the code and enter the start command.

Super Mario Bros (Recreated)

This is a recreation of the classic game "Super Mario Bros" that I did together with a few students for our Intro to Game Development Class. It features basic 2D game design like sprite movement and object collision. My role within this project was to create the monsters and have it correctly collide with different objects as well as Mario.

Crossy Road (Recreated)

This is a recreation of the popular mobile game "Crossy Road" that I did in my Game Development class at CSUF. This project was recreated in Unreal 4 for the purpose of learning the engine. It features infinite tile spawning as well as object collision. All assets were made on MagicaVoxel.