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Portfolio

Smart Dinosaurs

  • Includes four game modes designed to be educational

    • Memory game where the player matches tiles of the same dinosaur type and color​

    • Match game where the player matches dinosaurs to their silhouettes

    • Shapes game where player identified the shape based on a particular dinosaur and color

    • Math game where dinosaurs are animated to visualize basic math problems

      • Addition, subtraction, division, and multiplication​

  • Multiple platform deployment

  • This project was made entirely with Unity's user interface (UI) elements and components

    • TextMeshPro, grid layout groups, scroll views, masking, tooltips, and more​

      • Used TextMeshPro Font Creator to convert a sprite sheet into usable text and numbers for text fields 

      • Used TextMeshPro's Sub Mesh UI system to convert image sprites of math symbols to be usable in text fields

    • Multiple canvases used for overlay dialogs such as the options menu

  • Utilized Adobe Illustrator to edit third-party image assets for use as sprites

    • Created uniform sizing and placement for conversion to sprite sheets in Unity​​

  • Implemented device independent saving via JSON

    • Saves game progress for each game mode in between gameplay sessions

    • Save options values to be used from one gameplay session to the next

  • Implemented sound effects (SFX) and visual effects (VFX)

  • Scripted game logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Game state, player input with Unity's New Input System, ​user interface (UI), and more

    • Scene navigation including from landing scene to main menu and four scenes dedicated to game modes

    • Implemented custom approach to combine resilient and responsive layout design

      • Calculates a wide variety of screen resolutions into usable aspect ratios that are used in conjunction with the current device type to ensure the game looks the best it can on every device

2.5D Platformer Prototype

  • Scene design, layout, & prop placement using third party 3D models within the Unity game engine

    • Implemented post processing

  • Custom implementation of Unity's Character Controller component

  • Character animation of a third-party 3D character model with Unity Animator Controller

    • Implemented animation transitions for character when hanging from a ledge, climbing or descending a ladder, and walk to run/jump states

  • Scripted game logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Game state, player input with Unity's New Input System, ​powerup pickups, elevator interaction, and more

Starship Cinematic Demonstration

  • Scene design, layout, & prop placement using third party 3D models within the Unity game engine

    • Implemented post processing, including local and global volumes​

  • Custom implementation of starship controller that includes both first-person and third-person view perspectives driven by Unity's Cinemachine asset

  • Used Unity's Timeline asset to script assorted cinematic events

    • Once triggered, the opening and closing of jump gate & portal, complete with visual effects (VFX)

    • Several mining ships that travel from asteroids to the space station and back to mining

    • A non-player controlled starship that travels from the space station's dock to the portal, triggering its activation and visual effects, and then jumping out of scene

  • Imported and implemented 3D model assets from multiple providers

    • Customized the player's starship asset by adding a complete cockpit from separate asset vendors on the Unity Asset Store

    • Added additional 3D assets (lights) to the starship model​​​​

  • Implemented thrusters using particle visual effects (VFX) on player ship

  • Configured starship wing's animations to be connected to player input when activating thrust

  • Modified a third party Skybox asset to include planets and sun in the distance using GIMP 

  • Scripted game logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Game state, scene loading, player input with Unity's Legacy Input System, triggers, and more

Defend the Well Prototype

  • Level design, scene layout & prop placement in a proprietary game engine

    • Selected from existing 3D and 2D models to transform an empty green patch of land into that shown here​

  • Designed and tested various types of enemies and their attributes for playability

  • Scripted game logic with Lua in Microsoft Visual Studio Code integrated development environment (IDE)

    • Game state & player input​​

FPS Prototype
Recreation of Halo Duck Hunt Extreme

  • Scene design and prop placement using third party 3D models within the Unity game engine

    • Implemented light probe groups and post processing​​​​

  • Implemented AI logic using Unity's NavMesh and NavAgent components

  • Character animation of third-party 3D robot model with Unity Animator Controller

    • Implemented animation transitions for character when hanging from a ledge, climbing or descending a ladder, and walk to run/jump states

  • Used third-party sprite assets to layout a graphical user interface (GUI) that tracks player ammo, score, enemies alive, and round timing

  • Imported and implemented 3D model assets​

    • Customized prop textures in GIMP to add visual diversity to the scene​​​​

  • Implemented explosion visual effects (VFX) when player shoots certain props

  • Scripted game logic with C# in Microsoft Visual Studio integrated development environment (IDE)

    • Game state, user interface (UI) updating, player input with Unity's Legacy Input System, collision detection, triggers, score keeping, ammo tracking, and more

Yet Another Space Shooter Prototype

  • Scene setup, layout and placement using third party 2D image assets

    • Implemented post processing

  • Used third-party sprite assets to layout a graphical user interface (GUI) that tracks player ammo, lives, and score 

  • Converted third-party 3D assets to 2D sprites

  • Scripted game logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Game state, player input with Unity's Legacy Input System, animated movement, AI logic, ​powerup pickups, and more

2D Mobile Adventure Prototype

  • Prop placement using third party 2D sprites within the Unity game engine

  • ​Three unique AI enemies and player character implemented with unique attack and movement animations

    • Implemented animations from third-party sprite sheets​

    • Used Animator for state-machine control of 2D animations

    • Created C# code logic for interacting with each Animator

  • Set scene up using Unity's tilemap tools such as Tile Palette

    • Scene utilizes perspective parallax effect for background

  • Implemented Unity's Legacy Ads system in a Rewarded Ads format

    • Players are rewarded collectables which can be used to purchase items​

  • Scripted demo logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Integrated player input with Unity's New Input System for Touch controls on mobile and Legacy Input System for keyboard/mouse

    • Damage system for both players and enemies

    • Shop system and UI dialog for item purchases

      • Rewarded Ads for players to acquire more in-game currency

    • Enemy AI system includes line-of-sight recognition of player and limited areas of allowed movement​​

    • Player Inventory system for collecting in-game currency items (diamonds)

    • Implemented User Interface elements

      • Touch controls for mobile input including joystick and two buttons​

      • Main Menu UI for starting or quitting the game

  • Built, deployed, and tested on Android Mobile device

Scene and Terrain Design Demonstration

  • Scene design and prop placement using third party 3D models within the Unity game engine

    • Implemented light probe groups and post processing​​

  • Implemented terrain using Unity's terrain tools asset

    • Added, painted, and blended third-party ground textures

    • Added and placed 3D models of trees, grass, and bushes

    • Shaped and stamped terrain

  • Added third-party sci-fi building elements and placed into a custom layout

  • Implemented Unity's Starter Assets - Third Person Controller asset

  • Scripted demo logic with C# in Jetbrains Rider integrated development environment (IDE)

    • Game state and player input with Unity's New Input System

  • Scene meets Unity Learn's size requirement

    • < 200MB WebGL size

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