Welcome to the Rapid Prototype Project Page.
This page is mainly for showing off my Rapid Prototype Projects. These range from Level Design projects to quick, scrappy, rough ideas for game or system ideas. I like creating quick ideas that I can iterate on in my free time, in engine.
Each project will have a little video with text descriptions on my goals, vision, and time spent making the project.
Level Design Gym
A one month project focused on creating a space for players to explore with a basic theme.
Final Pass
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My main goal was to create a space where I could build a constant theme or feeling along with some fun platforming sections. The coins are also a fun way to lead players to certain sections of the level as well.
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This area is heavily based off of Campus Point in Santa Barbara. I was missing home since it was freezing cold in Salt Lake at the time, so I wanted to create Santa Barbara mixed with some Jedi Temple vibes and I think that is shown pretty well here.
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About a month or so of work. Included some basic scripting for the Coins.
Side Scroller Level
A one month project focused on creating a side scroller with basic checkpoint mechanics.
Final Pass
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My main goal was to create a side scroller level that was heavily influenced by Thomas Was Alone. I also wanted to learn some basic scripting for a checkpoint system.
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I was heavily inspired by Thomas Was Alone for the dev process of this level. I was studying the game for a narrative class I was taking, and loved the writing style. I followed some basic platforming rules, along with some epic fails on hitboxes near the end of the level.
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About a month or so of work. Included some basic scripting for the checkpoints.
Stealth Game
A one month project focused on creating a rough quick prototype of any game mechanic we wanted to make.
Final Pass
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My main goal was to create a rough, quick iteration on a story idea my brother had. It was an epic space monkey world he built, and I wanted to create a rough stealth based level that focused on being able to script my own enemies.
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Like I stated in the Goals section, this was mainly a test for myself in being able to fully concept a level with only an idea. Scripting some basic enemies was tough, but was a great learning experience. I also wanted to learn how to segment gameplay in a fun and easy way via locked doors.
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About a month or so of work. I learned how to script basic enemy pathing in UE5, and add locked doors restricted to a button push.