“Water Baron’s Palace” level samples

Shots from a fairly involved level – the concept here being that, in a desert world, the wealthiest man would be the one who controls the most water.

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The lush palace doubles as a dam protecting the Baron’s private reservoir, with the building’s bluish-grey and green color scheme contrasting with the surrounding desert mountains.

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Design Document for “The Wild Card”

Overview:

A hyperactive, surreal, and violently humorous action game, in which a giant casino (designed as a tacky miniature version of the United States) is taken over by a small army of criminals. The player controls Mad Mallory, a female escaped mental patient, who wears rollerskates and uses customized toys as weapons. Mallory joins the firefight due solely to her love of combat, making enemies on both sides of the battle while fending off her occasional hallucinations. The gameplay is a hybrid of an action game and a skateboarding game – just as in a skating game, the player is almost constantly in motion, and can use momentum to perform over-the-top wall jumps and other tricks to use in combat.

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“Winter War” level samples

Photos from an experimental level – the idea here was to try and use real photographs as textures to create cold, snow-covered ruins. Even though the textures aren’t always perfect, I really like the atmosphere here.

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Wrongman Sprites

Wrongman Sprites

A page of sprites from the humorous flash game “Wrongman,” plus a preview of one of the game’s levels. The ninja segment is complete and playable at 8bitlords.com, while the pirate and ghost town levels are also close to completion.

I’m particularly proud of: the picketing ninjas, the large pirate mech, the stopwatch Time Guardian (with hidden swiss army arsenal), the zombie cowboys and indians from the ghost town stage, and the robot family along the lower right side.

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Engineering Department from “The Textbook Spirits”

Engineering Department Exterior

One of the areas from the in-progress game “The Textbook Spirits,” about a haunted college campus. This is the exterior for the engineering department, where the player first accesses a series of abandoned tunnels that connect each of the buildings on campus. The building also houses an all-night coffeeshop, where the player can converse with overworked students who are apparently oblivious to the surreal happenings outside.

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Design Document for “Blood Orchid”

Overview:

A multiplayer, open world game where players explore a city beseiged by exotic plant-like monsters, and are sent on missions in realtime as the game progresses. Gameplay is continuous, with the player receiving mission assignments from an in-game headset, and then trying to make their way across the map in order to reach the mission’s location. While the main enemies are the plant monsters, there is infighting within the human side, causing players to choose allegiances and discover rare information as the game progresses. Even on shared missions, each player will have a unique experience, as the missions are largely randomized to avoid repetition.

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Design Document for “The Sunken City”

The Sunken City

Overview:

An open-world MMO, set in a world where the sea level has risen to cover most of the land. The survivors live on ships or the tops of former skyscrapers, and use large armored suits to dive into the sunken cities below to salvage lost technology and other valuables. Players must divide their time between these two worlds, taking on missions for rival organizations competing for dominance of the surface world.

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