Professional

Game Design!

my passion in life. (page is still under construction)

Audio Blocks

Audio Blocks was a working title for a game that was going to be created using the Unity engine. The ultimate goal was to port the development to iOS and Android devices. These are some of the assets I have created for the project (mainly blocks that would connect with each other and blow up or give the player a bonus). Very simplistic objects for the purpose of rendering on mobile devices and not taking up too many resources. You will notice Crates aquariums and Cages, for mammals, birds, and fish. You connect the blocks and the animal is free after! I really enjoyed putting these assets out for the project and although it was a college group of people and never got anything off the ground other than playing dreamcast during dev meetings I feel that my work is worth displaying where some others may not be able to say the same. Actions speak louder than words. Also this re-iterates my goal I want to work on dedicated teams, with innovative projects.

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Fishy Situation

Fishy Situation is a flash game produced by myself and a number of other classmates (you can check us out here). We produced this game in a six month timeframe, with little documentation to go off of from the start of the project. Although our expectations were higher than our final result this was an invaluable learning experience for everybody. We each had numerous tasks involved with this; I was labeled as the model lead incorrectly (because if I was half of the models or backgrounds would not have made it into the game). What I performed for this game production was what you see below, templates for backgrounds (our water was a Actionscript Shader so to say), Boat concept art, fish concept art, modeled and animated the musky and northern fish, Did all of the box art, designed the original logo (what you see is a revised logo derived from my concept), and a website that was whipped out in about 20 minutes (see link above). This was a very challenging and pleasing production. Although my classmates and myself were disappointed with the end result, we all grew from the experience and learned the do's and don'ts of production.

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The Oil Rig

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The Oil Rig was a project to splut our class up into teams to create a level using Unreal Tournament 2.0 Engine. We concepted out numerous layouts of potential oil rigs and even went as far originally to include a Sealab into the equation. After playtesting though we realized that the sealab was not going to work out friendly to the users and none of the new players found directions that pointed them to the sealab and did not even know it existed. We bottlenecked most activity tot he bridges on the rigs, the main rig has the keg o health and quad damage powerups in very open locations emphasizing on the risk and reward of the power up. I was the model lead for this and we set forth strict policies on unit measurements and overall flow of the models. We had researched oil rigs and what types of equipment we may find on them. After 3 months we put this level out for the masses to grab and have fun with.

The Oil Rig - ProfileThe Oil Rig - Screenshot 1The Oil Rig - Screenshot 2The Oil Rig - Screenshot 3The Oil Rig - Screenshot 4The Oil Rig - Screenshot 5The Oil Rig - Screenshot 6The Oil Rig - Screenshot 7The Oil Rig - Screenshot 8The Oil Rig - Screenshot 9The Oil Rig - Screenshot 10The Oil Rig - Screenshot 11The Oil Rig - Screenshot 12The Oil Rig - Screenshot 13

The Dark Carnival

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This was a personal project that I had undertaken on my own to create a carnival inside of the Unreal Tournament 2.0 engine. I had inserted elements to make it spooky and although the skybox looks terrible (that was goign to be the last thing I worked on) I ended the development of it because I simply could not get the functionality that I had hoped for (honestly was hoping to code ina tilt-a-whirl). Long story short I wanted a Tilt a Whirl in here but found it was more difficult thatn I had hoped, also the Ferris Wheel gave me some problems as well. All the models in this level were custom imports from 3ds max into unreal all textures created by myself as well, and the general level design and schedule I had adhered to in this was also all by me. This was a very fun project and gave me a good understanding of how workflow should progress and evolve over time.

Dark Carnival Profile ShotDark Carnival - Frek Show 1 Dark Carnival - Frek Show 2 Dark Carnival - Frek Show 3 Dark Carnival - Graveyard Dark Carnival - Merry Go Round 1 Dark Carnival - Merry Go Round 2 Dark Carnival - Jack in the Box Dark Carnival - Tent Dark Carnival - Ticket Booth Dark Carnival - Haunted House

Mars Exploration

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Mars Exploration, was a project utilizing the Torque Game Engine 1.5.2. This engine I found enlightening because in Unreal we never had to play with the code so much, I created a finite state machine for the rifle, set up basic AI for the spider enemies on the far side of the map, scripted all of the quests that you have to gather 10 or so of each item and bring them back tot he base for research before you discover that there are spiders in ruins on the far side of the map shrouded by web making them hard to see via satellite (or so the explanation would have gone.

 

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