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Game Artist
Mal Wars: Queen's Lair
As a team, we were able to make the first tower defense game on Core.
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The player is initially brought to the Hub, where players can browse the levels, the shop, and leaderboards. The first level is set within the Queen's Lair, where the player must defend the network hub from malicious malware.
Grant Dunford (Team Lead), Mike McCoy (Producer), Blaine Bailey (Engineering Lead), Dylan Rose (Art Lead), Sydney Fonderie (Design Lead), Alex Dougless (Writing Lead), Drake Rose (Engineer), Alex Benton (Engineer), Anthony Sandoval (Artist), Asante Azevdeo (Engineer), Avery Craig (Artist), Garrett Rodriguez (Artist), Jay Krauss (Artist), Jonpaul Gee (Engineer), Kent Essex, Sidney Cook (Artist), Terrance Usher (Engineer), David Skulina (Artist), Rebecca Rossini (Artist), Yesenia Paquette (Artist), Trevor Null (Artist), Alec Chou (Artist), Austin Bautista (Engineer), Dylan Tollefson (Design), Genie Tu (Engineer), and Victoria L (Writer).
Core, 2021.
Mal Wars: Worm Hole
The player is initially brought to the Hub, where players can browse the levels, the shop, and leaderboards.
I was assistant art lead of the second level. I specifically worked with Dylan Rose, David Skulina, and Jay Krauss to make the environment and design the level. I came up with the initial design and wanted to focus on one of the enemies David Skulina made: the worm.
Grant Dunford (Team Lead), Mike McCoy (Producer), Blaine Bailey (Engineering Lead), Dylan Rose (Art Lead), Sydney Fonderie (Design Lead), Alex Dougless (Writing Lead), Drake Rose (Engineer), Alex Benton (Engineer), Anthony Sandoval (Artist), Asante Azevdeo (Engineer), Avery Craig (Artist), Garrett Rodriguez (Artist), Jay Krauss (Artist), Jonpaul Gee (Engineer), Kent Essex, Sidney Cook (Artist), Terrance Usher (Engineer), David Skulina (Artist), Rebecca Rossini (Artist), Yesenia Paquette (Artist), Trevor Null (Artist), Alec Chou (Artist), Austin Bautista (Engineer), Dylan Tollefson (Design), Genie Tu (Engineer), and Victoria L (Writer).
Core, 2021.
Hot Dog Tycoon- Final Playthrough
This video shows the final stages of the game and how much we were able to progress.
Unfortunately, due to an automatic update with Core's engine that was just days before our final, a few mechanics of the game stopped working such as being able to earn income when the player clicks on an incoming NPC. Manticore was going to look into why this happened and make sure it wouldn't happen in future games.
Core, 2020.
Hot Dog Tycoon Playtest- Halloween
Along with my teammates, (Blaine Bailey - engineer/team lead, Kaitlin Bowman - artist, Daniel Eldred - engineer, Danny Liang - engineer, David Skulina- artist, and myself - artist/art lead) we made an idle clicker for Manticore Games using their Core engine, which is in it's alpha stages. You can't import assets into Core so everything must be made with what is already within Core. We artists had to be pretty creative in how we were to make assets.
The goal of the game is clicking on incoming NPC's to throw hot dogs at them in order to earn money. Earning money allows the player to buy different hot dogs from the store so they earn more money per customer. Once the player reaches $10,000 they are able to ascend by pressing "T". This gives the player 5 gems of ascension currency and changes the level to a different themed environment. With the gems, the player can upgrade their hot dog cart in the ascension menu. Progress is also saved over time so if the player leaves the game, they can come back to where they left.
David came up with the original idea for the game, which drastically changed with each playtest and what was allowed within the client. Each of us contributed to the design of the game and what exactly would be included. Within 2 months, we were proud of the amount of work we were able to get done.
This is a short video showing off the Halloween environment and what we were able to get working within a months time. The video also shows parts of the Core engine and it's preview mode. We set the currency and ascension currency to a specific number at this time for playtest purposes.
Core, 2020.
Futuristic Map Playthrough
A walkthrough of the map made for a FPS with two teams, distinguished between differed colors on either side of the map. Blues and greens for Team B, reds and oranges for Team A. With premade programming for the game itself, I was allowed to focus on the models, layout, and design of the map. The pipes, door and window frames, trash cans, and street lamps were modeled in Maya. The chests and trees were imported from online (we were allowed to pull assets from packs or websites to let us focus on the design of the map within the time allotted). This was my first time using Unreal and I wanted to create a futuristic and colorful map for players to enjoy.
Made in Unreal Engine, 2019.