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Project: Undisclosed

This Project is an unannounced project I worked on while at Mars Games Studio

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Role:

At Mars Games Studio, my role was a system designer and technical artist. I helped create combat systems for enemy AI and enhanced the player combat system. I created VFX for various spells and expanded the game's magic ability system. 

Responsibilities:

I was responsible for creating a new ability type and expanding existing ones to add more depth to the combat ability systems. In addition, I created new, unique materials for boss-level AIs, developed the character VFX to apply them, and added Niagara systems to give them distinctive appearances and aesthetics. I created several unique encounter assets placed across multiple locations throughout the playable levels. Lastly, I was responsible for creating multiple magic VFX, developing abilities that used them, and adding them to the ability trees for in-game use.

Tools Used:

For this project, Plastic SCM revision control was used to hold the project. Also, Unreal Engine 5 was the development engine. In Unreal Engine 5, Niagara Particle Systems and the Niagara Fluids plugin were used to create VFX.

Research:

The visual effects used in the project were designed to communicate gameplay actions and outcomes, ensuring that abilities such as magic attacks provided the player with immediate, easily understandable feedback (Zhou & Forbes, 2022). Combat systems were structured to balance complexity and learnability, preventing players from becoming overwhelmed during high-intensity encounters while still maintaining depth (Mancone & Tosti, 2024). Visual and animation feedback were also implemented to improve player agency, making each action feel responsive and impactful through clear hit confirmation and effect timing (Kalmanlehto, 2024). Together, these systems contributed to a more immersive and engaging experience by aligning visual clarity, player control, and system design.

Research Referances:

Kalmanlehto, J. (2024). Aesthetics of agency and the rhythm of gameplay. Games and Culture. https://doi.org/10.1177/15554120231185630

Mancone, S., & Tosti, B. (2024). Effects of video game immersion and task interference on cognitive performance. Frontiers in Psychology, 15, 11470773. https://pmc.ncbi.nlm.nih.gov/articles/PMC11470773/ 

Zhou, H., & Forbes, A. G. (2022). Data feel: Exploring visual effects in video games to support sensemaking tasks. arXiv. https://arxiv.org/abs/2210.03800

In Game Image of Casting.png

Project Lost

Shipped on Itch.io

Project Lost is about a dog named Hiro that the player controls. In this project, the player must battle through zombies to rescue the survivors in hiding. Once the survivors are found, the player must overcome a steep challenge and defeat the monstrous zombie bear terrorizing the survivor camp. I was the lead system designer on this project and contributed to the final level's design.

Lost Gameplay Trailer

Combat Design

I implemented the animations and combat systems used by the player character dog, zombie dog, humanoid zombie, and zombie bear.

Gameplay Mechanics

I designed and created the scoring system. I also collaborated with my teammates to create the characters' damage and health systems and contributed to the UI and menus.

Level Design

I designed and created the initial level design for the final level. I also contributed to its finalization with end-of-project visuals and optimization. I also created all the landscapes used in the levels.

AI Behavior Tree

I designed and created the AI behavior trees and tasks used by all of the enemy zombies.

Images of Final Level

Video Clips

Project: Abandoned Jungle Mountain Pass

After extensive research on the design and visuals needed for this level, I built this level in a block mesh state. The images of the block mesh can be seen in the creations tab. After the block mesh was built and thoroughly tested, the block mesh assets were replaced with new assets. The video below is a play through of the level in a shipped state. The images below are screenshots of the level within the Unreal Editor.

Images of the Mountain Pass shown in the video above from within the Unreal Editor

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