Portfolio Package Eric Ni ITGM 380-02 Professor Wu 11/12/2023
Intention • Create a professional portfolio website that shows my work. • Create a professional LinkedIn Profile page. • Creating a brand/ Logo that people are able to recognize
Inspiration
David Shaver - A senior game designer Shows examples of explaining what he did professionally and personal projects https://www.davidshaver.net/index.html
Gael Baurens - Narrative & System Game Designer A very visually appealing Website that is simple and straight to the point with linked images. https://gael-baurens.fr/wakfu-stories/
LOGO REFERENCES
Previous Branding Designs
Logos Design A B C D E
New Branding
Logo Final
Banner
Portfolio Site https://sites.google.com/view/ericniporfolio/home
Business Card
Resume
ATS Scan Report
Cover Letter
Leave Behind
Mastery
Intention • Build a demo game from concept from start to finish. • Interesting mechanics and features that make the player continue playing the game.
My start Unity Game Engine into Unreal 4 & 5
Original Proposal • The name of the game is called Cornered, there is no way out; you are stuck and just survive. • It was supposed to be a first-person clicking and dragging game while gathering resources during waves of zombies.
Gameplay Issues • The gameplay does what it is intended to do, but with how bland it is, I didn’t see people enjoying it
Game Design Change • Cornered has now become a survival game where you control different characters that do different things; one can not live without the other. • Wireman fixes wires to generate power; the person on the catwalks finds the problems, gives directions, and then shoots the zombies.
Aesthetics/ Mood Board
Level Design
Level Block-out
Creating the Necessary Mechanics • To control a turret • To kill a Zombie • To fix a Panel • To possess the character that can fix a panel
Core Actors Turret • Player controls turrets to shoot zombies. Panel • The panels are the lifeline of electricity that flows in the warehouse. If broken, the turrets can't be controlled or fired. • Because of that, the player needs to spawn as a wire man to be on the ground level of the warehouse to fix it. Wires • To fix the panel
Possession/ Turrets There is more than one in a level. To switch between turrets, press q and e. It is able to look around and launch projectiles in a given direction by pressing the left mouse button, and if that project hits a zombie, it takes damage and dies.
Repairing Panel’s The panels are outlined and highlighted when broken. From there, the player needs to find wires and connect them to fix the panel.
Panel Use of collision boxes and setting options to true or false.
Highlighted Material A material which late is added to the post processing materials which allow certain objects with the Render Custom Depth set to true would show in game.
Grabbing Mechanic When the play left clicks an object and the Valid node returns true, player is able to grab objects from the detection of the line trace from the camera then position and click again would release the object from the physics handle.
Zombies Zombies have their own AI move to, detect player, and their own spawners in the map.
Additional breakdown on the project • Demo Reals, Design Doc • https://youtu.be/T7XmqQuxHNE
Gameplay https://www.youtube.com/watch?v=B0kDm7yNX_c
Before and After
Project Capstone’s Potential. • This gameplay can be seen as a campaign mission to showcase a potential multiplayer game. • A concept that branches out to different avenues or directions; as a game designer who is focused on tech, I want to showcase possibilities and make it work.
What’s the next step?
Optimizing and Reorganize • Working on this project allowed me to paint a bigger picture on how I should handle things realistically and ways to make the pipeline and work flow more consistent.
Learning & Branching out
Lighting
VSFX
Materials