Moist Party is a multiplayer couch co-op video game created by myself and a group of peers. This game was created in Unity and features 8 minigames to choose from. Players can play in a tournament style game where they choose a goal point amount and minigames are randomly loaded up.The first player to reach the goal point amount wins the tournament.As the Art Lead on the team I used Maya to model the characters and various in-game components. I also conducted play testing sessions where I analyzed and prepared feedback for our development team to look at.
ToyBox Toys was a two player card game that I completed with a group.Inspired by robot fighting, each player goes through different cycles of play to build up their robots and fight them. The use of special ability cards and color group matching mechanic makes for dynamic forms of play.
The Othello AI decides the most optimal moves using a modified MCTS algorithm.
Turn based two player card game inspired by the Nintendo 3DS game, Kid Icarus: Uprising. In this game players must switch off between taking cards from their deck to get resources and playing attack cards against their opponent to deal damage.Players have a limited number of moves and must use resource cards such as wings or food to keep themselves from 'falling out of the sky' and losing. Dealing damage in this game causes your opponent to lose some of their available moves.
I have extensive experience with creating 3D models in Maya. I have created 3D assets for the game I worked on, Moist Party. To the left there are examples of models I created for a course. These include creating riggs that control different parts of a pirate ship, modeling the character Baymax from reference art and creating a rig to animate it, and working on a collaborative project. In this collaborative project I created the corn stalk model that made up the maze walls and the barn at the end of the maze. The models were then exported to Unity and I used triggers to automate the barn doors. I also learned how to create procedural animations such as fire embers and rigid body dynamics with falling dominoes. I also created a terrain generator tool using Maya's MEL scripting.
Queering Game Design was a research project in which my team and I aimed to answer the question: How can we guide game developers towards making inclusive and representative LGBTQIA+ characters? We conducted research in the form of surveys to learn what LGBTQIA+ gamers think of current forms of LGBTQIA+ representation in video games. We also learned about forms of representation they would like to see along with options for character design choices. We then analyzed the data our surveys collected and used it to design our solution to the problem.
To visit the portfolio for this research project click this link!This application was implemented using the Ionic framework. The purpose was to create a sleep tracking app for individuals with busy schedules and wanted easy to use functionalities. This project made use of local storage to ensure that the data persisted between sessions.