I made this water material in UDK following a tutorial from Hourences.com (looks much better when moving). It took me a while since this was my first heavy duty shader I ever built but I learned a massive amount from it, including basic concepts behind shaders themselves.
In my spare time, I work on projects and improve my craft. These are my ramblings.
Thursday, October 2, 2014
3-Point Defense - UDK - 2012
This is a 3-point defense level that I made for a level design course in which the aggressor team (Red) is charged to overtake the defending team's (Blue) base and destroy the power unit.
Infiltrate - The first stage Red must hit 3 buttons located around the outside area within 15 seconds from each other in order to open the first gate into the barrier control room.
Barrier Grid - The room that opens after the base is Infiltrated is essentially a "Tug of War" area between the two teams. Whenever any player is in the room, it starts filling a bar towards that player's team but if an enemy is in the room, it cancels that player out. Naturally, players must kill each other and gain control of the room in the favor in order to advance forward or backward a step.
Power Unit - The final area in which Red team must destroy Blue team's Power Unit/Core. The core has a lot of health so it will take some serious fire power to take out, giving the Blue team a chance to push Red back long enough to survive.
Barrier Grid - The room that opens after the base is Infiltrated is essentially a "Tug of War" area between the two teams. Whenever any player is in the room, it starts filling a bar towards that player's team but if an enemy is in the room, it cancels that player out. Naturally, players must kill each other and gain control of the room in the favor in order to advance forward or backward a step.
Power Unit - The final area in which Red team must destroy Blue team's Power Unit/Core. The core has a lot of health so it will take some serious fire power to take out, giving the Blue team a chance to push Red back long enough to survive.
Blob Arena Concept Art
This is a fun little game concept that I came up with years ago where little cute blobs run into each other. When they dash and collide they drop little bits of themselves and become smaller. You can also pick up items and throw them at your enemies to make them drop their blob bits. I'm still quite fond of this idea but don't see any good opportunities to pursue it.
Friday, January 31, 2014
Spring 2012 - Grue
| Grue title screen |
This is a game that I worked on in my first Project
Development class back in Spring 2012 at Richland College. The main concept was that you were supposed to take this ball-shaped lantern down into a large open cave/temple system as some sort of offering to complete an important life threatening ritual and if you went too far away from the lantern's light, you began to get hurt (potentially dying).
I was in charge of concepts (I didn't know how to do anything else at the time) and super basic menu design. Above you can see the title screen of the game.
This also was
the moment that I knew this is what I wanted to do for a living. I had never had so much fun "working" on anything before in my life. I loved the people, the work, and just the whole overall environment. It was just awesome, I'd do it again in a heartbeat.
It never ended up getting
finished for various reasons *cough* level designers *cough* <_<
But I still enjoyed working on it and I had a great time.
Here's some music for the game :D (by Ben Guthrie) - MUSIC
^not sure if he's related to Jim Guthrie or not... how exciting!
Fall 2012 - First Modeling Projects
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| This is my first 3d scene ever, like in Fall 2012 :D I was really proud at the time, and I learned tons since then. |
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