CASH FORCE

15-Week Team Project

In Senior Production (Spring Semester 2020) I was on-boarded onto Fellow Humans LLC to help create Cash Force. My job on the team was to implement engaging gameplay systems as well as aid in the creation of the gun architecture.

Cash Force is a high-octane arcade VR shooting game where players take the role of an undercover cop gone rogue fleeing the scene of a heist in a colorful 70's crime film-esque setting. The players must defend their stash of cash from pursuing thugs using an assortment of highly interactable weapons. The players will lock, load, and shoot their way through waves of pursuing enemies as they engage in combat out of the back of a moving heavily armored van, using the doors and other supplies as cover. They earn cash from performing skillful shots on enemies, allowing them to purchase upgrades and gadgets to improve their weapons and van. This game was made in Unreal.

Gameplay (Responsible For):

  • Gun Architecture Implementation

  • Player Handling and Feedback

  • Sling System

  • Time Trial Implementation

  • UI Programming

    • Sling UI​

    • Purchasing UI

 

YGGDRASIL

7-Week Team Project

In Capstone (Fall Semester 2019) our team created an original game idea. We then proceeded to make a vertical slice of the game to show off to a panel of judges at school. The judges would decide, out of 22 games, which ones would go through. 

Yggdrasil is an atmospheric first-person-shooter set in a post-apocalyptic city overrun by otherworldly flora. The player takes the role of treasure hunter trying to reach the source of the phenomena, Yggdrasil, the world tree, after hearing rumors that the tree grants any wish that the player has. The city is filled with viscous, rival treasure hunters, strange plants, and mystical phenomenon. The player uses magical plants and clunky guns to fight their way through the forested city in fast paced, deadly firefights. As the player delves deeper into the city’s winding streets and overgrown buildings they’ll discover new abilities and weapons to expand their arsenal. This game was made in Unreal.

Gameplay (Responsible For):

  • Movement of the Player.

  • Gun Loadout and Management

  • Collecting Items

  • Item Creation, Spawning, and Management

  • Watercolor Shader

  • Animation Implementation

 

SNOWBALL SHOWDOWN

10-Week Company Project

In Production 2 (Spring Semester 2019) I was on-boarded onto VCB to help and continue with the production of Snowball Showdown. 

Our team created an over-the-top, wacky, and competitive PvP Virtual Reality game that emphasized the playful nature of a snowball fight. Snowball Showdown takes a childhood classic and adds in a new twist. Players can combine snowballs with wacky items such as explosives and rubber ducks.  This game was made in Unity using the Oculus SDK.

Source Codehttps://github.com/Kellers176/SnowballShowdown

Gameplay (Responsible For):

  • Grabbing items from far away.

  • Implementation of different snowballs.

  • Combining items with snowballs.

  • Networking (With the help of Photon plugin)

    • Getting players into the game.

    • Making sure that all of the items were properly networked.

    • Player health system.

    • Debugging.

 

POTION SELLER

2-Week Team Prototype

In Production 2 (Spring Semester 2019) our team needed to create an original game idea and create a basic prototype in two weeks before presenting it to the class.

Our team decided to create a platform shop-management game about potion making and alchemy. The player is a young apprentice and his teacher has accidentally turned himself into gold. As the apprentice, you must take over the shop and turn him back into his normal self. The apprentice must learn new potions while fulfilling customers orders. They must eventually learn the spell to turn their teacher back into human form. This game was made in Unreal.

Source Code: https://github.com/Kellers176/PotionSeller

Gameplay (Responsible For):

  • Movement of the player.

  • Crafting System.

    • Each ingredient added to the cauldron needed to create a resulting potion if done in the proper order.

  • Control mapping.

  • Customer Interaction.

 

MANDELBULB

2-Week Pair Project

In my Graphics programming class (Spring Semester 2019), we were tasked to create something fun and interesting using Animal3D. Animal3D is a 3D environment in Visual Studios that my teacher had developed. This was a wrapper for OpenGL and C. While my teacher had created the backbone of the environment, it was up to the students to make the pipeline for the projects that we were constructing.

Source Code:

https://bitbucket.org/Kellers176/graphics2/src/Final-working/

Gameplay (Responsible For):

  • Constructing and linking graphics pipeline

    • Creating input to move around the scene

    • Linking and creating vertex shaders and fragment shaders

      • Mandelbulb fragment shader

        • Distance Estimator

        • Ray Marching

      • Mandelbulb vertex shader

    • Rendering shader in a 3D environment

  • Edge detection post-processing

 

THE LOST TOMB

15-Week Project

In my Advanced Seminar class (Fall Semester 2018), we were tasked to create an original game within 15 weeks. We needed to center our game around an idea from a predetermined list. The idea that I chose was a game centered around 10 seconds.

The Lost Tomb is a single-player top-down dungeon shoot-’em-up game. The player is stuck inside a room until they defeat all of the enemies that spawn. The catch, every ten seconds the player’s weapon randomly switches to another weapon. The weapons don’t always hurt the enemies. For instance, the player may get a bubble gun that will push the enemies back but not damage them. They could also get a flamethrower that torches all the enemies in its path. It’s up to the player to use both strategy and randomized weapons in order to win the game. The game uses mouse and keyboard in order to move and shoot. Made in Unity and Visual Studios.

Source Code:

https://github.com/Kellers176/AdvancedSeminarProject

Gameplay (Responsible For):

  • Movement of the player

  • Implementation of enemy AI.

    • Consists of seek steering, arrive steering, flee steering, cower behavior.

  • Creation of different weapon types.

    • Bubble spell, summon rocket spell, flame spell, summon eye spell.

  • Switching to random weapon every 10 seconds.

  • Creating the layout of each level.

  • Creating a 30-second trailer based on the game.