Cinematic Work
Thanks for stopping by!
Below are some of my favorite projects that I’ve made cinematic pieces for.
Our Nuclear End
This is a trailer I made for my Level Design thesis (Fallout 4 mod) from my Master’s program at SMU Guildhall.
This was all captured in-game by tweaking some of the config files to hide HUD, scale time, and adjust FoV.
Not to mention a ton of super careful movement ( … and retakes) using my Xbox controller!
Dream
Dream was my Film & Media Studies capstone project from my undergraduate program at Swarthmore College.
In this piece I primarily focused on representing the emotions of a music piece I had composed and performed through camera work.
There isn’t intended to be a real narrative so much as a matching of tones between the music and film.
Groove Juice, Man
This is a trailer I made for my Level Design II final project.
Groove Juice, Man is a custom mod for Fallout 4 aimed at creating an immersive quest for mid-game players.
This trailer is a standalone piece made after project submission.
Go Go-Karts
Go Go-Karts was a large team project from my time at SMU Guildhall. In addition to my responsibilities as a level designer for the project, I also created the cinematic intros for the 3 racetracks.
Using Mario Kart as a reference, I opted for a 3-shot sequence with two shots capturing signature moving elements of the level and the final shot orientating players to their starting positions.
Link to full project
UE4 - Forest
Short cinematic sequence I made for my UE4 - Forest project.
This project focused on learning some of UE4’s latest world-building features and showcasing what I’d learned in an exterior environment.
This was captured using Unreal’s sequencer tool.
Level Playthroughs
In addition to my cinematic work from above, I’ve also worked on a lot of projects as a level designer.
I often enjoy making playthroughs of my levels to showcase the cinematic moments throughout.
Some of my favorite levels I’ve made are showcased below!
Rhome
Rhome was my team’s capstone game from my Master’s program at SMU Guildhall, which we were able to get published on Steam!
I was the Game Director for Rhome, but I also served as a Level Designer and created the final level.
For more info check out the full design doc and project links below!
ASOSE
ASOSE is a short experimental demo I made in UE4. It’s a fast-paced speed runner set in an abstract environment.
One of the ideas I was exploring through this project was subverting expectations by having the game start off with erratic timers placed everywhere to reinforce speed-running themes.
However, ASOSE is really about the environment and the abstract world, and shortly after the timers fade away only to be replaced by one of my piano composition pieces to shift the tone unexpectedly.
Animadness!
Animadness! Was my final project for another one of my SMU courses where I focused on making a small game to showcase a variety of AI behaviors.
Consider It Resolved
DOOM 2016 mod I had made a while back which earned a spot as a top mod of the month!
Using assets from the campaign, I sought to make a short level summarizing the player’s entry into Hell.