These projects were made for class assignments/finals, usually over the course of about 2-3 weeks. My time at Champlain College has allowed me to gain substantial experience in using both Unity and Unreal Engine, as well as some UEFN in my first year of attending.
If you'd like to play these games, feel free to visit my Itch.io page: https://cinnabread.itch.io/
Gameplay Designer/Programmer
Unity3D (C#)
Demolition is a 3D platformer I finished for my Game Technology II class earlier this year. Players control a large spiked ball armed with a grapple hook. To win, they must pilot it to destroy all the red structures in the level, by either ramming or swinging themselves into them fast enough.
Gameplay Designer/Programmer
Unity2D (C#)
Breakthrough was a simple color matching game I made for my Game Technology I class during my first year. Over 3 rounds, players would try to rack up the highest score possible before the timer runs out by chaining consecutive color matches.
Gameplay Designer/Programmer
Unreal Engine 5 (Blueprints)
Survive is a 2-player, twin-stick shooter I created for my Game Technology II class earlier this year. Both players have different weapons, with Player 1 sporting a more melee-focused kit while Player 2 attacks with ranged projectiles. Players must rack up score by destroying enemies---and whoever has the most score once they're both dead wins.
Gameplay Designer/Programmer
Unreal Engine 5 (Blueprints)
Polarity was a FPS platforming game I completed for my Game Technology I class during my first year. Players use two distinct weapon types to destroy matching colored objects. These objects would drop currency once destroyed, which the player could then use to purchase movement abilities and upgrades for their weapons.
Level Designer
Unreal Editor for Fortnite
I worked on this unnamed project as my final for my Intro to Game Design class during my first year. Utilizing Fortnite's newer traversal mechanics at the time (wall kicking/climbing, rolling), I created an ancient-ruins-themed obstacle course. Its goal was to gradually introduce these mechanics to the player, and smoothly ramp up the difficulty to create a cohesive gameplay experience overall.