Level Breakdown: Island Assault

For this piece, I decided to try designing a level around an aerial dog-fighting game such as the Star Fox or Ace Combat series. The player will have a mission objective or objectives that may change depending as the player progressing through the level. While in game, the player is free to fly around to […]

Helix: Level Breakdown

This level started out as a concept for a 2D platformer, but I changed it into a gray box for a 3rd person adventure game once I figured out exactly where I wanted to go with the idea. I wanted to toy around with the idea of a player having multiple paths to choose from to reach […]

The Roughnecks: Level Breakdown

I had planned on making regular blog posts about my two personal projects, a mobile strategy game and a simulated Wii-U tech demo, as I made progress on them. Unfortunately, I hit some pretty big roadblocks with those two pursuits, and had to put them on the back-burner. Besides having been busy with college and […]

Designing for the Wii-U

Nintendo’s latest video game console, the Wii-U, hit shelves all across the world two months ago. The most notable feature of this new console is the GamePad, the system’s controller, which is a hybrid of a tablet and a more traditional game controller. There has been quite a bit of discussion amongst developers as to […]

In Development: The Roughnecks

For about 2 months now, I have slowly been putting together the first of several personal projects I plan to work on in my senior year of college. I’ve decided to call it The Roughnecks, the title borrowed from the 1997 film Starship Troopers. While re-watching the flick, it rang out as a catchy name […]