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Unannounced

Third Person Hero Shooter

Studio

Army Game Studio

Platform

Playstation

PC

Engine

Unreal Engine 4

Tools Used

Gameplay Ability System

UE4 Blueprints

Miro

Photoshop

Team Size

~30

Link To Vimeo.png

Studio

​Army Game Studio

(part of SAIC)

Platform

Playstation

Windows PC

Engine

Unreal Engine 4

Primary Tools

  • Gameplay Ability System

  • UE4 Bluprints

  • Miro

  • Photoshop

Team Size

​30

Responsibilities:

  • Character Ability and Skills Design​​

  • Combat Systems Design

  • Character Movement Design

  • Playtest conducting and iteration

Variant: Limits takes a revolutionary step forward in helping students learn course material such as calculus limits. The game offers a high quality gaming experience through an immersive 3D environment.

Responsibilities

  • Early Prototyping

    • Paper Prototyping​

  • Level Design & Layout​

  • Educational Research

  • Quality Assurance

  • Playtesting

    • Open & closed operations​

Variant

Adventure Education 

Studio

Triseum partnered with

TAMU LIVE Lab

Platform

Windows PC

Engine

Unity & Unreal Engine 4

Language

C#, and UE4 Blueprints

Tools Used

Unity, Unreal Engine 4, Maya, Photoshop, Illustrator, Perforce, Plastic SMC

Duration

10 months

Completion

2016

Team Size

4

Variant Details

As a Game Designer at Texas A&M’s LIVE Lab, I was tasked designing, paper prototyping, digital prototyping, and conducing user studies for what became Variant: Limits. My work in designing ways to both teach the core basics of Limits and Limit Laws as well as present these mechanics in a fun and challenging form of gameplay was then taken to Triseum (an educational game development studio in Bryan, TX), to be published. This job gave me the opportunity to work in a production environment with a young team that tested our communication skills and work with very real deadlines.

The game was actively built in Unity, however, some of the design prototypes were built in Unreal Engine 4.

Project Design Goals

 

  • Research and prototype early mechanics that would "teach" early level limits in a fun way

  • Follow managements design pipeline

    • Paper prototypes -> Digital prototypes -> Package and release for Triseum employees​

  • Demonstrate research and design skills in an environment closer to the industry's standard of tight deadlines, upper management, and meaningful work

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