School projects.


My education at The Game Assembly had a very large focus on group work where a group of around twelve students create a game in a specific genre. This is a short summary of the games i was involved in.

Lighthouse

A side scrolling platformer for 1-4 players created during 10 weeks full time in Unreal Engine , the team consisted of 4 programmers, 4 graphical artists, 2 level designers and 3 technical artists.
Lighthouse trailer

Responsibilities:

  • Created the water shader used on the sea, also implemented the buoyancy system.
  • VFX for water, rain, fire and exp
  • The majority of the particle effects.
  • Pipeline creation and optimization.

lighthouse01Lighthouse02zoetic06

Zoetic

This was a first person shooter developed during ten weeks, the team consisted of 4 programmers, 4 graphical artists, 2 level designers and 3 technical artists.

Responsibilities:

  • Extensive shader work using physically based deferred rendering.
  • Me and a fellow technical artist collaborated on a shader that created variation in the enemies.
  • The majority of the particle effects.
  • Pipeline creation and optimization.

zoetic06zoetic03 zoetic01

Irrbloss

This was a real time strategy game created during 10 weeks working halftime.The team consisted of 4 programmers, 4 graphical artists, 2 level designers and 3 technical artists.

Responsibilities:

  • Shader work, mainly FX-related but helped finding bugs and optimizing
  • Particle effects, created the majority of the particle effects
  • Pipeline, modified our pipeline from the previous project to better fit an RTS
  • Game design
rts51 rts31 rts11

Coercion

This was a project aimed at developing a space shooter during 10 weeks working halftime. The team consisted of 4 programmers, 4 graphical artists, 2 level designers and 3 technical artists. The programmers built their own engine from scratch.

Responsibilities:

  • Shader work, mainly FX-related shaders.
  • Level editor, in collaboration with my fellow TA’s. Scripted for Maya using Pymel.
  • Export tools, various tools to streamline the pipeline.
  • FX, particle effects and shaders.

Coercion trailer
co_6co_5co_3

 

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