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Main Projects

Mild Session Projects

Growing Garden (© 2020 Mild Session) Project Highlights:

  • A day tracking system that influences all in-game resources.

  • A supply order system that gives the player the supplies they ordered the next real day.

  • Flowers that have various statistics such as water and growth level that change every real day.

  • Various garden items can be ordered and place, primarily lawn furniture and plants.

  • Resources and tools are used to maintain the plants in the garden.

  • A currency system that is used for ordering supplies, and is based on how many items are in the garden. The more resources and objects can be bought and placed.

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Chain Bounce (© 2019 Mild Session) Project Highlights:

  • A simple but powerful ball launching system with notched rotation for precise aiming.

  • Over 20 levels each with a unique setup.

  • Various different obstacle types, such as static walls and moving walls.

  • A large amount of visual and audio feedback including movement trails, screen shake, balls that change color on contract, and bounce sound effects.

Joint 8th Shore, Mild Session Projects

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Magnet Marbles (© 2019 Mild Session) Project Highlights:

  • Visually realistic magnetic attraction.

  • A score system based on how many marbles are being magnetically dragged by the player's marble.

  • Multiple types of obstacles from ramps to spinning fans.

  • The more marbles the player is dragging along, the more impact force they have. Certain movable objects can only be pushed if the player is pulling enough marbles behind them.

  • 6 detailed indoor and outdoor environments all with specific gameplay and artistic themes.

Candlelight (© 2019 DigiPen Institute of Technology) Project Highlights:

  • A 3 part level that is build in many separate pieces, allowing for dynamic rearrangement of the level structure during gameplay.

  • The level design uses the dynamically changing spaces to create a sense of infinite geometry and altered reality with a horror atmosphere.

  • All music and many sound effects were custom made.

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Racing Game Level Design Project

Project Highlights:

Video commentary on level and environment design

  • A 3 part level designed to introduce the player to the game, then challenge them with more and more epic stunts.

  • All 3 levels have detailed environments that make them visually enjoyable to play.

  • Created using the game/editor TrackMania² Canyon.

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Secrets of the Moon (© 2019 DigiPen Institute of Technology)

Project Highlights:

  • Carefully designed exterior and interior environments.

  • The main level was first designed using 2D maps, then whiteboxed in 3D space and iterated upon, then completed with Unity Asset Store assets.

  • Environmental storytelling, audio, and limited text is used to tell a complex backstory.

  • A number of advanced technical features such as seamless teleporters used to create infinite geometry loops.

  • All music (3+ different tracks) and sound effects (5+) were custom made and recorded.

  • Moon landscape model and texture was custom made.

  • In its final iteration virtually all play testers at DigiPen thoroughly enjoyed the experience, and some said it was one of the better games they had seen that semester.

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Racing Game HUD Project (© 2019 DigiPen Institute of Technology)

Project Highlights:

This project was created with the intent of solving a very common HUD problem in highspeed racing games, the problem of players taking their eyes of the road to read the HUD, which sometimes causes crashes. The goal of this project is create a HUD that can be read without the player taking their eyes off the road.

  • The primary systems in this HUD are positioned very close to the car, but shaped in a way that avoids the HUD overlapping with the car body. They are also positioned towards the front, making them closest to the center of vision on the screen.

  • The less important HUD elements are position on the upper edges of the screen so that they do not obscure the track ahead. These HUD elements though are significantly sized up so that the player can read them with their corner vision.

  • The HUD elements at the top are differently sized depending on their value. For example, the lap counter is smaller than the position indicator.

  • Every HUD element is animated to quickly and briefly change size or color in order to draw more attention to their states. For instance, the red health bar at the top begins flashing when it is below half full. Also the orange ammo meter on the right side of the car briefly shrinks in size every time ammo is used, and quickly grows when another ammo slot becomes filled.

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DigiPen Student Projects

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