portfolio

Friday, November 3, 2017

Hero Prop level

Well Junior year has finally arrived. for game design class we have been assigned to create a level that would fit our prop that we made. I chose to make a musical prop that is modeled after an organ. as such the level will feature organ pipes and keys. the main stretch of the level will be to get to the other side of the map by dodging moving obsticals

Thursday, April 20, 2017

Boss battle analysis




Boss Battle analysis 

For programming we had to analyze a boss battle. I chose mega-man X's first boss battle with Vile in Mech armor.


while during the intro you cannot harm him, the boss does produce different types of attacks like energy beams and rockets, as well as dashing and grabbing attacks. 




for my boss battle I was thinking about doing a giant knight to keep with the spirit of my levels theme (dark souls inspired) my boss would probably cast some sort of damaging particle that would track the character as well as produce swings from his sword and other enchanted effects. 


I was thinking that my boss would look something like this.

Thursday, April 6, 2017

Battle arena Prepro

Battle arena Concept 

Sky top battle

High concept: battle arena that takes place on top of three skyscrapers that are under construction, keeping with the theme of the race track, the level will still be on mars and retain the futuristic look. the skyscraper will be composed of three towers that are in a red haze so one cannot see the ground.

Visual targets:





For a color palette I was thinking of lots of red something like this
Here is quick concept sketch of what the level may look like 


as for unique selling points, the level would have some of the similar selling points that my racing level had like gas barrels. the level would also have falling debris and pieces of the map itself.



Thursday, March 16, 2017

An Attract trailer for a racing game that I like


For homework, we have to pic an attract trailer for research and to begin thinking about making our own trailer. I chose the Dirt 3 attract trailer because its fast, it shows a good range of levels, and it has that added destruction of cars that I as a game love to see. I like the fact that it is fast because it gives the viewer time to sample multiple scenes from the game and get a sense of the main mechanics, in this case drifting seems to be the big thing in this trailer as almost every other shot has it. Overall I think that this trailer did a good job at conveying the game. 

Saturday, February 25, 2017

Custom Particle Effect Final


Here is a beauty shot video of my final afterburner effect done in Unreal Engine 4. 

The full particle effect consists of a mesh emitter, GPU sprites, Ribbon effects, and regular sprites all working together to make this jet afterburner effect. 


Here is a better shot of the mesh creating a blue emissive color as well as the orange-ish gpu sprite. The video also shows the distortion effect. This effect will eventually be programmed onto the back of my car to make it seem like its a hover car.


 Here is the particle breakdown in cascade.

Saturday, February 18, 2017

coustom partical system

For the past week we have been learning how to use Unreal's particle system "Cascade". Now that we have learned the basics of this particle creator. our class was given the task to make our own particle. this particle would then be implemented into our racing level. The particle that I wanted to make was an afterburner effect for my car since it has jet engines.
The three components of my particle would be the main Thruster which will go from a bright blue to an orange. The second part would be the heat distortion that the flame makes, and the third and final part would be the rings that you can see in the picture above. all three of these emitters combined would provide an authentic afterburner effect.

more reference images


here is a WIP of the particle that I am working on