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Projects

Featured Project: Graffiti Club

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Adventure

My first level design experience in Unreal Engine was with a team of five: Curtis Harbin, Austin McGee, Timothy Ruth, Herbert Jerald (HJ) Sado, and Sarah Zapata. We have one month to create our own levels and another month to combine them into one massive adventure. Our creative vision had limitations to the map size, thematic elements, mechanics, etc. The goal of the mission was to understand the different phases that go into level design. The following are what went right and what went wrong with this Adventure project.

Hack-Out

The player has entered the control room to a factory that’s mass-producing an army of robots. The player must return to their satellite van parked outside of the factory. Once the player activates the kill code, they have a short amount of time to escape the factory before it explodes and destroys all the robots.

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Graffiti Club

My capstone project was created via Unreal Engine with a team of seven: Curtis Harbin, Brandon Lee, Austin McGee, Timothy Ruth, Herbert Jerald (HJ) Sado, Nathan Sears, and Ryan Shipwash. We had four months to create our own levels and combine them into a playable game. We had little to no limitations for our creative vision. Our long-term goal was to produce a playable 3D game that could be published for others to play. The following are what went right and what went wrong with this capstone project.

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