Design thinking & software exploration.
Public Space Greybox
2024 level designA lot of the landscapes and public areas that I feel immersed in are oftentimes represented in games, so I thought I’d take a scene from The Last of Us and replicate a public space. Usually, these spaces are often withered and worn down from the storytelling and context of the game. It would be satisfying to recreate them in my own way, simplified into a greybox.
If I were to take this further, I would create intentional interactions or sights to see, playing with the space of the geometry and allowing for flexible gameplay.
Tasks: Utilized modeling mode functionality in Unreal Engine. Created booleans for unique shapes.
Engine: Unreal Engine 5, Blueprints
Home
2024 dialogue systemsI grew up in Coney Island, Brooklyn, NY, and so much of my childhood was experienced through beach trips and the amusement park. I created an experience that is an exploration in narrative based on what I was surrounded with in terms of “home”, and what that means to me.
Thinking about dialogue not only as a literal system, but also as a revolving concept was important for me to convey. There are dialogue systems with NPCs, but also audio based dialogue where the player might eavesdrop on conversations on the boardwalk.
Tasks: Created dialogue system. Implemented directional and spatial audio. Modeled boardwalk utilizing Maya & Blender. Created a main menu.
Engine: Unreal Engine 5, Blueprints
Magic
2024 particle systemsI first had the idea of experimenting with particle systems so I could think about design in the way I’ve seen them represented in games. I began with the concept of magic. Lightning seemed like the most plausible. I was referenced the concept of wand magic, as demonstrated in Harry Potter, one of my favorite franchises of all time.
I also created a secondary rain particle system, which was appropriate for the setting. I would love to expand on particle system ideations, creating new effects that can be represented accurately in a gameplay loop.
Tasks: Created particle systems, such as rain and lightning. Implemented audio systems. Used foliage mode functionality for environment placement.
Engine: Unreal Engine 5, Blueprints