Older Works

 Though I don't consider these my best work, I have experience in Unreal and a couple other obscure engines and editors, these are a few videos of those projects.

This was for a scripting class, where we worked in Unreal, the concept behind the level was that you would use switches in the foreground to move objects in the background, with the goal being to move the ball into the goal, which opens up the next puzzle.
This one was even older, and even has a voiceover. This was more thematic, and actually has sound for this, though it's unfinished, I think it's a good showing of lighting effects. Both of these Unreal projects were coded using plueprints.

https://youtu.be/UmU0ekD3cjY
This is one I recovered recently, the original video is lost but I made a new one, this was made in Unity. The theme was to make a scavenger hunt, so I did some custom textures and did a color theme

This was a simple stage made in the editor for A Hat in Time, which is just Unreal 3, for those curious, this was also for that level design class. Although not everything worked, I did like some elements of how the stage turned out, particularly the breakable floor bit.

This is the papermap from the stage, the idea was to utilize each hat in it's own litlle mini section


This project uses a fangame from a while ago, called Super Mario Bros X. though this is the second version. While the engine probably isn't relevant, the class was one for level design, so this is more of a showcase in that, featuring Wario!
This was made in the original version of Super Mario Bros X. This level revolved around the use of the piranha pipe, an object that, when held, sticks a piranha plant in front of you, damaging enemies it comes into contact with, the challenge of designing this stage was to still challenge the player, without just letting them run forward.

I even found some old papermaps of the project, back when there was going to be a propeller block section.

This first section was to introduce you to the piranha pipe, by forcibly having you have to run into it, and there by holding it.

This one is about choosing which route you were going to take, though the propeller block was cut from the final level, an alternate route still made it into the game.

This is the first section for the pipe, and the point of this area was to familiarize you with how the pipe works, and most importantly, discourage just holding right and forgetting about it
This was the propeller blocks section, though eventually it just became an alternate route for the pipe, most notably, what was once a bunch of platforms to bounce between, became one moving platform that you had to keep your balance on, effectively.


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