top of page

PERSONAL PROJECTS

The Fantasy World of Mór-roinn

November 2013 - Present

Description

After two massive conflicts rocked the continent of Mór-roinn there is finally a period of peace. Magical and technological marvels fill the streets of almost every city, airships crowd the sky, and trains speed along the tracks. But something that has slept for a millennia is finally waking, readying itself to once again rise and spurn the living. 

Writing and storytelling have always been a hobby of mine since my first attempt at writing a novel at 16. Around November of 2013 a few of my close friends mentioned that they would be interested in doing a Dungeons and Dragons campaign. I took this opportunity to create my own fantasy setting that would allow me to tell these stories, create cultures and legends, and lead people through an engaging and immersive experience. 

Working on this fantasy setting over the years has taught me so much that its difficult to sum up. It's made me a much better writer and taught me the value and necessity of self editing. I've also learned to iterate on characters, dungeons, and quests quickly to meet weekly meeting deadlines. And I've learned to think on my feet. With up to 8 very contrary players, its a necessary skill. Overall, this is one of the most enjoyable personal projects that I've ever undertaken

Hull Breach

April 2015 - July 2015

Description

Someone, or something, has attacked the research facility you have been staying on. You got on your spacesuit just in time but not everyone was so lucky. See what clues you can find to determine what happened. But be careful. You might not be the only thing alive. 

Working on a solo project such as Hull Breach presented me with a lot of opportunities to expand my knowledge of not only Unreal Engine 4 but also of the level design process. I was able to work on every part of development from level layout and landscape creation to sound engineering, animation, and asset creation.

 

Hull Breach was also an exercise in story telling and told a story that changed vastly from its first iteration. Initially, the story presented in Hull Breach started before the station was attacked and the attack happened during play. After several playtests with friends it became apparent that this was too slow, in terms of pacing, and the setting was changed to after the attack.

bottom of page