GEARS OF WAR - HARD LANDING
With Hard Landing I wanted to expand beyond the normal stomping grounds of destroyed cities, blown up houses, and underground caverns. With that goal in mind, I set out making a big and bright level that played and felt like traditional Gears of War but looked distinctly different. The result was a large soaring archipelago chain filled with ruined buildings, bell towers, and gardens that create a grandiose vista that I hope not only looks good but also plays tight and fast.
GEARS OF WAR - FLIGHT FROM EPHYRA
Flight From Ephyra was built with two very different goals. Primarily, it had to provide the play space for my Master’s Thesis so that I could investigate whether handedness influences player pathing. Secondly, it had to meet the visual and gameplay bar set by Gears of War. The requirements of my thesis called for nine unbiased pathing choices. I was unable to use traditional methods of guiding the player (lighting, movement, enemies, sounds, and static placement). To do so would skew the results of my thesis and render the investigation into the influence of handedness moot. Essentially, in Flight From Ephyra, every path is correct.
FALLOUT 3 - OXFORD PONDS
With Oxford Ponds I wanted to make a Fallout 3-quality modification, providing the player with engaging combat and interesting characters. However, half the fun of Fallout 3 is exploring, so I also wanted to make a large open world that was worth investigating. Oxford Ponds in total is comprised of four different quests, dozens of characters, long mountain gorges, serene neighborhood lawns, a lone mansion, a dried up lake, and a dangerous cave bar. Discover a secret entrance near Vault 101 that leads to the neighborhood of Oxford Ponds. Follow the winding road and dispatch those in your path. Learn of a neighborhood feud and take whose side you like!
Whats left of the old stuff!