"Paparazzi"
OUT NOW - Wii U , PS4, Steam (PC/Mac/Linux)
Indiecade E3 2014 Showcase Selection.
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"Rhea"
Oculus Rift - First person VR exploration game where the player gains the power of flight through an ancient Greco-Roman cave system.
Oculus Rift - First person VR exploration game where the player gains the power of flight through an ancient Greco-Roman cave system.
So my role has changed on Rhea now, I have been upped from Environmental Artist, to Level Designer!
I now have my own area in which the gameplay and progression has been designed by me, in addition to my art within the scene! It's definitely a dream come true! Hopefully I can find a job like this out there in the real world!
I have titled my area "The Aether Duct Room". It serves as a well or release room for Aether to be distributed to the rest of the world of Rhea.
Check out these screenshots!
I have titled my area "The Aether Duct Room". It serves as a well or release room for Aether to be distributed to the rest of the world of Rhea.
Check out these screenshots!
"Creature Crash"
Here's a game I've been working on in my free time! It's a local multiplayer game that requires to player to simply crash into eachother. It's a pretty fun game! I really liked working on it and watching people play it.
A great experience!
On top of that... I put it on the USC Arcade Machine to live forever at my beloved University!
"Blackout"
While working on Rhea, I wanted to keep in practice with designing for VR. So a group of friends and I got together and created an experimental game for the Oculus Rift called "Blackout".
We originally did it for a game jam - but fell in love with the project and continued to work on it after it was submitted.
The game is primarily narrative based and revolves around the main character "Oliver", who is secretly a flesh craving monster. The player's goal is to get to know all of the characters, so that when the time comes, you will know what to say when trying to convince them to leave.
We treated this "monster" inside Oliver as a burden to him. An evil villain that dwells within him..
To experiment further, we made the game with 2D pixel sprites, giant bold type faces for dialogue, and used a third person camera view so the player can move in 360 degrees to observe the party that surrounds them.
Check it out!
Here's something I've been working on for the past few days. Using UDK's Material Editor, Kismet, and Matinee, I was able to put together a beautiful Day/Night Cycle for my Advance Game Project - Rhea.
This system can be implemented to any time frame (currently it is 30 seconds per cycle) and can be designed for time specific events and encounters. It'll be awesome in game!
So, my past game "Connection" is now entitled "She's Worth Every Pedal".
The game has come a long way since my last update about it and I plan on finishing it and releasing it one way or another!
Here's some art I did for it and gameplay footage:
So we didn't get into USC Advance Games sadly :/ . But in the brighter side of things, we did make a sweet portfolio piece and I got some further experience prototyping in UDK!
Although it was a bummer that we didn't get accepted, I had a great time making it and we plan on continue creating it even without USC Advance Games :).
Here's the gameplay trailer we were required to put together for CTIN 484.
The Neon Build:
The Classic Cartoon Build: