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Vector design study.
Here’s a simple JavaScript applet, the bg-color of the page fades from black to white in the hour leading up to the alarm time.
Turn any display into a visual alarm clock.
Created environments, assets, levels. Designed and implemented post-processing effects to styled on 80′s scifi. Note the chromatic abberation (color shifting) at the edges of the screen, and how bright objects cause lens dust to appear. Created the in-game UI panels, which take advantage of the post-processing design.
Traversal mechanic involves firing a pistol in microgravity to take advantage of Newton’s 3rd Law. In the last 4 images, the player is flying towards the door, and fires above it to slow the player’s forward momentum and increase downward momentum toward the platform. The station exterior consists of a single material that attempts to predict suitable window / window pane locations.
Level design. Sound design. Designed and wired the game’s level-loading area. Composed soundtrack combining synth melodies and trash-compactor-like percussion with Logic Pro and other tools. Rigged and animated player character’s hand model in Maya.
Level design in UDK, from BSP blocking to final level. Built scripted events with Kismet and created some basic assets including particle systems. Did sound design duties including foley and UI sound design. Performed post work on trailer videos.
Built blocking for a basic head-to-head teams map in UDK. Created vector-like material and material instances, lighting, to clearly label the terrain. Built working AI nav-mesh with jump-pads, flags, pickups. Successfully playtested with bots scoring flags and competing for powerups/armor/etc.