With the recent developments in the game, I found it prudent to update the design document. These are just two of the five design documents including the Master document, Art & Sound document, and Technical document. Here it is for your reading pleasure.
This weekend, I participated in the Philly Game Jam with two classmates (Jason Morano and Yanni Hajioannou), alongside nine other teams. It was run by the Philladelphia chapter of the IGDA. Three was the minimum number of team members to participate, so we were among the smallest of the groups.
I found this piece of stained glass work. I’m not sure if it’s a physical piece of art or a digital work. I brought it into Photoshop, cleaned up the grouting, and turned it into bump, normal, and diffuse maps.
This project was also an lesson in render time, and how to not use all my computer’s RAM to render a single still image.
I made these models for an assignment for which we were to make a building’s exterior and some environment. I chose to make something I could potentially use for my senior project.
Sandsea is a setting I originally developed for a permanently shelved, grandiose dream of my own MMORPG. Thanks to developing it further for a table-top role playing game campaign I ran, and choosing it for the setting of my screenplay in my script writing classes, Sandsea has grown into a robust and unique universe. Further development includes my senior project, which is currently being developed.
A eager cabin boy’s accident causes the loss of his Captain, and the boy is determined to lead the crew in the Captain’s rescue.
This screenplay won the 2012 Wilmington University College of Technology Award for Best Script or Play.
Wayward passage was created in the second half of a game development course. It’s inception sprung from a small idea which I called “GrapPort.”
The grapport was to be a gun that fired a missile-like projectile. On impact, the missile latches on to what it hits. The player can then teleport to where the missile landed, or teleport the struck object to the player. Additionally, the missile could penetrate enemies and objects; setting it up for a use multi-purpose tool/weapon.
Like a spark in an engine, the mechanic exploded into being, and it brought a friend, a story. Monstrous, long-lived, denizens of a strange planet command the short-lived smaller inhabitants, forcing them to labor in the mines where the large don’t fit.
You, an interstellar cargo hauler, get sucked into a wayward wormhole and crash land on this planet with subterranean jungles. The friendly inhabitants are amazed at your technology and ability to teleport yourself and other objects.
Some friends and I at school put have been working hard on a game. That game is now “done,” and has been submitted to the 2012 IGF Student Showcase. Check out this short gameplay promo. Play the game at GammaGods.com.
In the land of D’enbee, the noble Prince Djon sets off on a quest to curtail forces of the Death Metal army. He is watched over by the patron diety of the land of rave, the great Sky DJ, whom lays down phat beats of inspiration. Armed with the power of magical glowrods, the prince seeks the power of the Prismatic Glowrod in hopes of finally defeating Death himself.
Neon Prince is a side-scroller on rails in a world where medieval fantasy meets the modern rave scene. The player most collect glowsticks scattered throughout the level to overcome obstacles and defeat enemies. When the player finally finds the prismatic glowstick, he gains the power he needs to defeat Death and win the game.