Created as my Capstone Project and released under my independent studio, Nebula Knight Studios, Take 'Em Back is a first-person movement shooter that flips the genre with its focus on traversal and puzzle-solving elements. Designed with player freedom in mind, I created a core level that allows the players to choose how they will use the game's three tools to get past its many doors.
Set in the same universe as my animation projects and the game I am currently working on in pre-production (Project: Bunker).
Programming, Design, Gameplay, Art, and Music were all created by me. Sought to answer the question of how one can create an experience where the player designs their own fun and difficulty. Full (almost completely) uncut playthrough available to view below (performance issues at the end), game available on my Itch.io, deep-dive into design process available by clicking the title (also can be found in the drop-down at the top of the screen).
One of my most recent projects, The Tomb of the Chroma King (TOTCK), is a 3D, third-person puzzle game. I designed it to showcase how simple exploration, deduction, and puzzle mechanics merge with world-building to create an immersive interactive experience.
Created in a Level Design course at UTD. Programming, design, gameplay, and concept were all done by me. The restriction on jumping led me to create the jump pad mechanic. Watch the full uncut walkthrough.
Boxer Trial is a 2D, side-scrolling game. It is part of a potential Trials of Power series, where a young adventurer lands on an alien planet and goes through multiple different temples designed to test a person before they are bestowed great power. In this level, I focus on a box-pushing mechanic. I designed it to practice difficulty ramping and scaling across a mid-sized level, and how that scaling can differentiate progression mechanics (platforming, puzzle-solving, conflict, etc.).
Created in a Level Design course at UTD. Level design, gameplay sequencing, and concept were all done by me. Watch the full walkthrough!
Between Two Snakes is a Twine-based choose-your-own text adventure narrative experience. It tells the tale of a young high schooler who, after an experience at a party, is caught between two different sides of a similar negative coin and must decide the best course of action. This was created with branching narratives and player choice in mind, with strong emphasis on delivering an impactful story about a social issue. I designed it with the societal pressures of black people as a focus, and the hard but surmountable journey that everyone goes through.
Created in a Digital Art and Social Practice course at UTD. Programming, design, narrative, and concept were all done by me.