A unique elevator loader

One of the core features of my experimental first-person adventure puzzle game that I’m developing is a world loading mechanic that uses an elevator as the main hub. This is the first feature that I’ve implemented to test how it works since it’s quite central to the overall experience. A simple level loader may not seem that interesting or important at first, but this elevator is a bit different than the typical ones that you’d see in a game…

Controlled randomness in endless runners

I’ve been working on an endless runner in Unreal where the main control utilizes the rotation of a mouse scroll wheel or touch-drag movement to move platforms and bridge your character through the course. One thing I noticed right away through prototyping was that true randomness was not fun at all and just seemed hectic and frustrating while also being hard to calculate the possible paths that the player can accomplish. I’d never want the player to feel like there was no way to continue in their run because a block was impossibly far, that’s a great way to get…

Mystic Ravine

Since graduation, I wanted to explore deeper into UDK, so I created Mystic Ravine, a new UDK level that is my own take on Myst style adventure games. My goal was to learn more about UDK’s other features such as Cascade, Post Process Chains and Material editing. The level features two puzzles and changes from night to day when you venture through a cave.