Game design

WEBSITES
Ten-Tagger Takedown - website dedicated to showcasing a group-made outdoors game named Ten-Tagger Takedown. This field game would pit two teams of 5 against each other, with the entire outside area of college campus being the playing field.

One of our playtesters who got a hold of the object of importance

The object of the game is for you or one of your teammates who is designated to go after the "flag" to hold onto it after a certain period of time. Communication is vital, which is why players will use their smartphones and the Haytell phone app to communicate with each other. After all, it's a large playing field, and teammates will very likely scatter across campus in search of the flag, and if one person finds an opposing player holding the flag, how else will they be able to corner them?

The playtesting process is also covered on this website, in order to prove that it is an idea that can very likely go on to be a successful game if more time and resources are spent on it by a proper company. I was responsible for getting pictures from the playtesting sessions, such as getting a shot of someone running, and when the groups came together to discuss the outcome and provide review.

FILES
Single player map - first ever level created. It was created through the Hammer Editor tool that runs on the Source Engine. The objective here was to obtain the gravity gun at the bottom of the laboratory system and get back outside.

 Outside from the view of the Hammer editor tool

 First floor, sample use of a trigger where walking past the orange zone would cause the zombies in the pen to step out and attack

In-game view of the second basement floor, after slaying the venom headcrab zombies in the area

FLASH GAMES
Space Brakes - small collaborative flash game made for the purpose of learning about allowing a user to make choices in which those choices determine the final output. I was responsible for the concept design of the spaceships that can be selected, finding the appropriate sounds, as well as the design and programming of the buttons.

The concept design of the ships started out as simple whiteboard drawings that, for the most part, were the stereotypical ships that could often be seen in many forms of media. After all, this was meant to be a simple game, so I kept in mind that the ships had to be simple as well. Making the selection buttons would be how I would somewhat get back into programming, which I struggled with in sophomore year of college. As simple as it was when I got back into it, I still have a hard time agreeing with an old saying that "it's like learning a foreign language".

Updated look of the original

Space Brakes v2 - solo attempt at changing the game. Changes include major artwork and background changes, a countdown timer to prepare the player to move, and the added ability to move left and right.

Proposed ideas to add on to this project included a barrier that is meant to keep the player from moving off the screen as well as a timer, but due to my inexperience with programming in Flash, this was not possible to do. The larger problems of this project were the fact that I've worked with flash before, but this was before as3 existed. I managed to get back into some of the basics, but the more advanced stuff was a challenge. While the internet is full of codes that can be used, most of them are either codes that only truly apply to the game the authors are working on, or this language was simply beyond my understanding.

Loot Runners - larger collaborative flash game that was essentially the project for the entire game prototyping class. I was responsible for the character animation and artwork. I also recruited an artist outside of class to assist us.

Model used to help flesh out character poses

Proposed sprite sheet for player character