Game Design Projects

Poltergeist Party

Over a five month period, using Unreal Engine 5, Perforce, Jira, Confluence, and Discord, Team EelSuit and I created Poltergeist Party.  A Collectathon Platformer where you navigate through a trashed mansion as a ghost in order to get back to your body.  My contributions to this project are as follows... I created and implemented the proof of concept and final iteration of the possession system. Blockmeshed/Designed the initial appearance of the collectables, as well as programming the mechanic in it's entirety (along with the view collectable menu). I also created the win zone and player hud collectable tracker. additionally I block meshed the wine cellar, and front entrance/win area of the level. I also had a heavy hand in implementing the main menu, working off of an initial iteration created by my teammate.  There was quite a bit more that I took part in creating, however it didn't make the final iteration.


If you'd like to play Poltergeist Party you can download it off of itch using this link HERE

Postmortem:

Blockmesh Projects:

Blockmesh Build #3:

Blueprints and Final Presentation

Postmortem:

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Blockmesh Build #2:

Video being perfected

The Adventure Project (Walking Sim Blockmesh)

I was tasked with creating the blockmesh of a level, more specifically the level of a walking simulator. With the restrictions of it has to be based in realism and void of any other characters. After the block meshing phase we then were put into groups to combine our levels together seamlessly, by replacing the blockmesh with assets, to create a cohesive and playable game. My level involves an abandoned mineshaft that once held a secret government office space, but it is now left uninhabited due to a mysterious and chaotic event. The player must traverse the mineshaft and barricades of desks, chairs, and office supplies in order to find their way to the lodge.

Postmortem:

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