Players will compete in a battle in which they must knock all other players off the edge of the map, while avoiding all the map hazards that are thrown at them. The last rat driving will win the round. The game takes place in a sewer where rats have built cars out of trash to battle with each other. These cars are not equipped with weapons and only have a boost, so they must knock other players off the map using only their driving skill. They must watch out for whatever lurks below in the sewage or they might be its next victim.
In Rat Rage I was in charge of Vehicle design such as modeling and texturing them. I was also in charge of UI artwork as well as texturing the tentacle.
Dual Processors is a fast-paced, top-down shooter where the player switches between two different layers on the processor to relieve themselves of enemies for brief moments. The game is frantic, intense, and the player will always have something to worry about on each layer. The player plays as an anti-malware process inside an infected computer, fighting against hoards of enemy viruses. The player will use a ‘task-switch’ to switch between layers and fight The Viruses on each to keep them under control. The idea of this game is to make the player feel almost overwhelmed by the challenge at hand, and use critical thinking to figure out when they should task-switch.
In Dual Processors I was in charge of level design, environment design, as well as the story between levels.
Halo: Platform Edition
Halo: Platform edition is a simple 2D platform game where I focused on aesthetic feeling and environment to try and make the game feel as Halo-like as possible. In this game you traverse through 3 different levels that vary in difficulty to try and find Cortana. There are enemy grunts on your path to victory that you must get passed without dying. Along the way you will find skulls that add to your high score.
In this game I focused on level design, I created the Master Chief, Grunt, Cortana, and Skull animations. I used the dirt assets from a previous project, and I found metal textures from Halo as well as a Halo background online. My main goal was to get the feeling that this was just like Halo, so I found Halo audio, provided by Bungie, online from the Halo Campaign.
You're trapped in an Asylum, a place where you must live the rest of your days because you were falsely accused of something. The power has gone out and all the bloodthirsty patients are wandering the halls. You must try to sneak through the Asylum, find all the worker's key cards, and escape the Asylum.
The player must search through an unsettling environment in order to find keys that can be used to unlock doors to the next area. The player will encounter enemies who will attack the player on site. Hiding places can be found throughout the asylum and are used to avoid confrontation and to hide from the enemies. Enemies can be stunned by various weapons throughout the asylum, but cannot be killed. Hiding and sneaking quietly around the asylum is you greatest chance for survival.
In Asylum I was in charge of level design, and some environmental design such as chairs, desks, etc. I was also in charge of texturing the level to fit the setting of an over run asylum.
Provided in this link is a short list of my short animations done at Michigan State University. The models used for these shorts are Norman and Morpheus provided by my Professor.