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D.A.V.I.S. - Train Intro Level
Unreal Tournament 3 Total Conversion Mod - Level Designer / Scripter

This is the introduction level to the game D.A.V.I.S. by Chico State Game Studios. It was built entirely in the Unreal Tournament 3 Editor from the ground up by myself with some help from my teammates. I used assets from our modeling team, texture artist, composter and programmers. I constructed the layout, functionality, and implementation of everything.

My work on this level includes:

  • BSP Construction of the train
  • Placement of all static meshes
  • Creation of the static mesh for the window frames and tunnel walls
  • Application of textures on all BSP
  • Scripting all events in Kismet
  • Generating the Matinee sequence including all moving actors, cameras, and the incorporation of sound effects and music
  • Lighting the entire scene
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D.A.V.I.S. - Drive In Level
Unreal Tournament 3 Total Conversion Mod - Scripter

This is a remake of the traditional 'Lights Out' Puzzle. There are 4 switches that control different combinations of the 4 lights. These switches must be thrown in the correct order to turn off all the lights. Once the puzzle is solved the main projector turns on, illuminating the movie screen. This is a placeholder for video of the antagonist giving a monologue to the player. After her monologue, the antagonist leaves and drops her keys which are then visible for the player to pick up. These keys are required to access other puzzle items, and ultimately get the green wire from the trunk of the Corvette so that it can be used in a later puzzle.

In this particular level I was responsible for the scripting and placing/moving/animating any actors I influenced. Everything else: BSP, almost all mesh placement, lighting, static mesh modeling and texturing was done by other members of the team. My work on this level includes:

  • Writing the Kismet for:
    • The lights out puzzle that spawns items on success
    • The warehouse doors that only open when the correct item is used
    • The Corvette trunk that opens when the car keys are used on it
    • The control panel that 'explodes' when you put the fuse into it
  • Placing meshes (static & dynamic) for all the puzzle pieces
  • Building collision volumes, placing triggers, and adding lights related to the puzzle
  • Calling code written by our programmers to use and check if the proper item was used
  • Building all Matinee sequences for the opening doors, trunk, and trunk light fading on
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Dark Deed - Beta Prototype
Torque Game Builder - Lead Scripter / Lead Level Designer / Game Designer
Magma Pod

I did a lot of research on the Torque forums and using Google but there was not always a helpful solution to be found. Many of my classes were created by finding some behaviors that had an element or two that I needed, then I would synthesize and mimic that functionality into my own classes. As lead scripter for this project my responsibilities included:

  • Writing all player behaviors including:
    • Input & movement
    • 'Dark Deed' and 'Push-back' abilities
    • Implementing the HUD for the abilities and the timer
    • Setting up the camera to follow the player
  • Creating the enemy AI for each different enemy type (Enemy AI Code TXT)
  • Building and balancing levels
  • Importing all artwork and creating animations from sprite sheets
  • Implementing the cut scenes
  • Synthesizing code from all members of the team to create builds
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