Nexus
Champlain Game Studio Games
During my time at Champlain, I worked on a number of games as part of different classes. Here are the 4 I am most proud of. The first 2 were made in the same semester as part of our Production I class and each took ~ 3-5 weeks with a team of 4-5 people. The 3rd game was made in Production II and took the entire semester of ~15 weeks with a team of 9. The 4th game was made in the Senior Capstone and took the entire year (so about 30 weeks), but I only came on board in the second semester as part of team expansion to 14 people from the original 5.
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[March - April 2019]
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This is a 2D puzzle-platformer, where the player must escape the level as it is slowly flooded by water.
The "catch" here was that we needed to make a game that would inform children about an underrepresented group, so we decided to make the game in the style of aboriginal Australian cave drawings.
[April- May 2019]
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Man the Guns is a top-down, co-op, 2D naval game set in WWII. You play as a ship commander, supporting troops on the shore (the blue squares) through pinpoint bombardment. The main "catch" with this game was that we had to use some sort of non-traditional controller for it.
We ended up making a pair of twist-joysticks that the players would use to move the reticle in the 4 directions.
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Toybox is a Third-Person Shooter set in a child's bedroom, with the player controlling a heroic action figure and taking on other, less heroic, figures led by Dr. Arm A. Geddon.
This was the first game that I worked on in Unreal Engine 4 and it was quite a learning experience. I was primarily focused on the gameplay and combat portions of the game as well as supporting the team's artists and designers.
[September 2020 - May 2021]
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SCORCH is a story-based FPS game that draws heavy inspiration from the noir genre. While we first started with 2 levels - a tutorial and the main level - we ended up merging them into 1 so we could better concentrate our efforts.
I was one of the programmers working on SCORCH, primarily in a gameplay and support role. After spending time overhauling the movement for the player, I transitioned into a support role for the remainder of the game's development.
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