Cell Raiser -
The body is under attack!
Play as Bea Celle as she takes care of young antibodies or "antibabies" by bringing them back to an incubator to grow them to full antibodies in order to revitalize the health of the body
This project was part of a Game Jam (Extra Credits Game Jam #6)
This was both the first documented game I completed as well as the first game jam I have ever done. I worked on all background assets, sprite work, and designs. I also worked on the UI and overall presentation.
Luck Is Part of Skill -
Play through a series of platformer challenges as fast as possible, but with a catch!
Every level you start with a random dice roll of a powerup.
This project was part of a Game Jam (GTMK 2022)
I helped in the concept work, designing the characters and their abilities, and did all the art, including all modeling and texturing.
Black Hole Pong -
Control 2 black holes and use your gravitational pull to launch the Earth to the opposing side's goal. But be careful; if the earth gets too close, it will get sucked up, killing all life and (more importantly) losing you a point!
This project was created for the DEEP program at Texas A&M
This is the first game I programmed to completion on my own. It was created with the Godot Engine. The biggest problem in creating this game was the educational component to it; this was for a physics focused program and thus the physics needed to be coded correctly; in addition, I had to relearn GD script and the workflow of Godot. Balancing the real world math and science and mixing it with a fun and engaging system proved to be quite the challenge, but I prevailed nonetheless. I also created all the sprite work, assets, and UI.
Color Coded -
Set in 1922, this game is black and white noir themed escape room where you uncover a murder mystery by unlocking puzzles. Can you make it out and solve the murder that haunt this attic?
This game was created for VIST 210 at Texas A&M
I was the sole developer of this puzzle / mystery game. While balancing other classes, this game was incredibly hard to develop due to design problems and time constraints; I had little to no experience in Unreal Engine at the time, had never designed puzzles or anything similar, and was concurrently working on another game at the same time. However, I overcame this to create a game focused more on a narrative and darker tone rather than my typical, more gameplay focused style. Adding elements such as cutscenes and inventory proved a challenge but were necessary in the flow of the game.
Drill Diver -
Guillermole lived a perfect life: a molehill he built through his hard work, a beautiful wife (by mole standards) and two kids, and a job he loves. Then, everything changed when the worm nation attacked. Everything he had, his house, his family, his life, were left in ruins, taken by the invading worm army. Now he must run, jump, drill, and dig his way through the caves he used to own in order to put a stop to the heinous King Worm, reclaim the molehill for himself, and rescue his family. It's time to make a mountain out of a molehill.
This game was created for VIST 275 at Texas A&M
This game was my first largescale project. I was the sole developer and oversaw the creation of the game. This game was also my first completed game made with Unreal Engine, so the biggest challenge came from the learning process of both the Unreal workflow as well as the logic of blueprint scripting. The central mechanic of drilling through certain ground pieces seemed daunting at first. This core mechanic was accomplished through a combination of ray traces from the character, disabling collision of the specific block affected, and swapping out the material from a solid block to a see-through material. In addition, the large amount of movement options and gameplay flow also proved a challenge; the core mechanics - drill diving, drill dashing, grounded drilling, double jumping, wall sliding, wall jumping, edge grabbing - all had to seamlessly flow together without issue in order to make a fluid, interesting movement system. This was the largest focus for the project, due to it being a 3d platformer. Overall, this project taught me a lot about how to organize workflow for a game, how to use Unreal Engine, the pipeline of assets and need for a team, and the ability to better problem solve when coding.
Missile Mashers -
Life has been discovered on Mars! Unfortunately, they despise Humanity.
Deploy onto Mars in your state of the art U.S. millitary grade T.E.R.R.A mech, customize your weapons, and engage in the fight against the Nicrophores. Stop their B.A.M.S (Big Alien Missiles) before it is too late!
This project was part of VIST 206 - Vertical Studio I
This game is entirely different than most games I have made - while thematically it is more light hearted and silly, the technicality required for what my team desired for this project required much more forethought and planning than any other game I have done previously. This game is an arcade shooter with a focus on modularity - every character has customizable and removable limbs. The player can change his weapons freely and shoot off limbs on the enemies. When an enemy loses a leg, it cant move; when it loses an arm, it cannot shoot. In addition, I had to better optimize my workflow since there were 2 developers on this project, so we both had to adjust our workflows to work together. I focused mainly on the enemy functionality, including the AI and spawning, and the UI elements. I did help with some of the limb mechanics and ragdoll effects as well. This project's biggest challenge revolved around the difficulty management and the technical aspect of such a complex modular system.