Merry Mayhem




UI Development 


For my UI design I related every object on the hud to our character. Instead of  a standard health bar I took inspiration from her flaming hair and made it so she's not losing health but losing her fire and burning out.


Simple progress bar for conveyance of Pax's sprint cool-down.


The UIs ammo system is made to reflect Pax's gun.


Ability Cool-downs.


Mini Map system 
 Made an expandable mini map system to help orient the player in our large levels.


Enemy Icons
 Made a series  of icons that render on my mini map capture that help convey to the player the enemy types they have to face as the progress through the map. I have an icon for every type of enemy variation in the game and use color to represent small, medium, and large aliens. 



Chaos bar
  For our chaos bar I used a combination of progress bars, flip-book animations and dynamic materials that controlled a mask of the animated materials to scale with the players accumulation of chaos in the game. 2D Art by Gabriel Ramos, animation and implementation by me.



To implement my UI I had to utilize 16 different functions to help me handle an army of variables from all over the game that needed to be conveyed to the player.


Level Design

Alien Cowboy Land



For this section of the game I was tasked with adding in our population of cacti  as well as designing the stables and cantina section of the map.

Plant land 



On plant land I assisted making the blocking volumes on the map, I did some terrain painting, and designed the trailer park section of the map. 

Candy-land


For candy land I made the soda pop river that runs under the map and constructed fort twinkie.

Odds and Ends

I assisted our main programmer throughout the game development process. I helped set up sound triggers, the level title screens, and our game save. I helped to update our menu system. I worked with our lead animator (Kyle) to do our enemy animations for vertical slice. I made requested materials for our designers, examples being our ability unlock animated texture and our soda pop river.

Mad Castle Games Week 10


Post alpha

I feel really good about how our presentation went. Lucid shift seemed to have the densest game play out of all the games presented (I may be somewhat biased). Unfortunately we had that cache issue with unreal so some of our art assets weren't brought into the build presented. On the other hand our game had a grand total of 0 crashes, we were able to play through to the end, and the bugs were not game breaking. I'm pretty proud of what we presented.


What I am currently working on:
  • Finishing and polishing UI and menu screens
  • All 2D marketing materials
  • Some texture fixes
  • Preparing for fruity drinks

Mad Castle Games Week 9  







The week before Alpha. Oh joy. Bring on the coffee.






What I did this week:
  • Textured the soda fountain
    • I actually struggled UVing this model. I have never had to texture a multi-piece object before. It took me some trial and error. In the end I re-did the UV's of the entire mesh 4 times.

  • Made a wrapping paper texture for Kyle












  • Textured the antagonist character...again. The antagonist model had to be UV'd for a second time to fix and issue with the original mesh so my previous work had to be scrapped. 



  •  Created an animated material for the antagonist character to make it appear as if his body is made of smoke.
    • This is achieved using a smokey texture on the opacity node with two lerped panners for variability. To keep the texture from  just being the swirling smoke and losing definition I placed a black version of the antagonist texture on the emission node. This keeps the structure of the mesh and the texture visible through the swirling opacity smoke. 
      • in game the antagonist is supposed to have a smoky particle effect emitting form the skeleton as well. 
  • Sadly some decals I made to be placed around the levels during this week were scrapped because of an issue with our shader. The shader was washing out the decals colors to almost grey scale in every case. 
    • Adding a normal map to the decals did seem to help but even with that they were too light to be noticed or used especially in our darker levels.
      • Here are some of the graffiti decals for example. 
      • Not shown are environmental textures like rust, and water damage
  •  Made adjustments so some textures throughout the week. Handled small issues and also re-did our button so that it looks less like a land mine (my bad)


What I did at 2 am Sunday morning:

 Some how a logo for the game, menu screen ,and UI buttons slipped through the cracks of our design schedule. . .  I received a message over slack some time around 1am from our art lead asking me if I could try to come up with something by 5 am (just in time for our final alpha build). Through the power of music and instant coffee I got this much done in time.



Logo, menu, menu screen, and UI will be updated for our RTM build.

Mad Castle Games Week 8





  I made the group aware that I had a family event scheduled for this week early on into the project. While I would like to say I was still productive during this time, if I am being honest my work flow dried up faster than water in the desert. During this time I was still in contact with my group, and did submit some textures and texture fixes. During the flights to and from Nevada I did get some vector work done for our burger joint assets.

Most notably the logo:

Mad Castle Games Week 7



Note I will be leaving on Thursday of week 7 and returning Friday of week 8 for a family event.


This week I:

  • Worked on vector assets to be used throughout the Burger joint level

  • Modeled and UV'd a soda fountain for burger level(textured on week 9)
  • Textured Restroom sign for burger level 
  • Textured money for burger level 
  • Textured a coin for burger level
  • Modeled UV'd and textured corner joint for menu sign

Mad Castle Games Week 6




Note I will be leaving on Thursday of week 7 and returning Friday of week 8 for a family event.

This week I:

  • Took a day or two to recoup from vertical slice
  • Modeled and UV'd Restroom sign for burger level 
  • Modeled and UV'd money for burger level 
  • Modeled and UV'd a coin for burger level
  • Made some metal textures for the kitchen area

Mad Castle Games Week 5





This week I:
  •  Modeled, UV'd, and textured the buttons for our gravity objects
  • Modeled, UV'd, and textured our 2 stage lever
  • Modeled, UV'd, and textured  factory dumpster
  • Modeled, UV'd, and textured factory claw hammer
  • Modeled, UV'd, and textured factory doors
  • Modeled, UV'd, and textured factory exit sign
  • Textured the antagonist character
    • There was an issue with the mesh of the antagonist that broke its uv's. This caused the texture to be displayed in strange ways and so we had to scrap the texture and just paint the mesh a solid color.
on a side note I also modeled a toilet and sink. The were already assigned to others but because of a communication error I thought they were assigned to me. They were not used in game.