• Projects

    These are game projects and 3D models I designed during my time at Fitchburg State University. I have worked on these projects by myself and on teams with other students.

    Beacon

    Beacon

    Beacon is a science fiction, adventure-based, space shooter tabletop role playing game designed for Anzir Tech. You assume the role of 1 of 8 characters with a unique role, either a soldier, scientist, mechanic, or astronaut. Beacon takes place in the distant future where mankind is suffering because of impurities in our oceans and water supply. Our last hope of survival is a mineral substance found on a distant planet called Ambronoi. Your team's mission is to travel across the galaxy to Ambronoi, find the minerals, and bring them back to Earth. But beware, you are not alone on this planet. Ambronoi is home to a variety of alien creatures, all of them bent on killing you and your team. If you don't stay alert, you won't stay alive.
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    Third Person Character Controller

    Third Person Character Controller

    Unity Version: 2021.3.8f1
    This was a sample of using a third person character controller with a walking animation in a plane with obstacles to avoid.
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    Bowling 3D

    Bowling 3D

    Unity Version: 2021.3.13f1
    Team Size: Solo
    A 3D Bowling simulator game with simple shapes, assets, game objects, and materials from Unity. Bowling lane plane with barriers to keep the ball and pins in place. Another plane underneath to represent a gutter that makes you lose if the ball lands in it. UI keeps track of every pin you knock down.
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    Kangaroo Boxing

    Kangaroo Boxing

    Unity Version: 2020.3.32f1
    Team Size: Solo
    This was a 2D shooter game known as Kangaroo Boxing. You play as a Kangaroo named Jabbing Jack, and you are boxing against a Kangaroo named Boxing Barry. You move your kangaroo up and down across the screen shooting boxing glove projectiles at the opponent to reduce their health.
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    Roll a Ball Bridge Cross

    Roll a Ball Bridge Cross

    Unity Version: 2021.3.13f1
    Team Size: Solo
    This is an improved version of Roll a Ball. You have several collectable objects along some wooden planks over a water area. Your goal is to carefully maneuver the ball object across the planks, collecting all the collectables and reaching the other side without falling into the water.
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    Robot Cat Butler

    Robot Cat Butler

    Program: Unity
    Version: 2020.3.15f2
    Team Size: 3
    Role: 3D modeler/rigger/animator
    This is a 3D character building collecting game simulator. My team and I put a lot of effort into designing and rendering the character we wanted to include. We all came up with different background ideas and eventually bringing them all together. My team designed the body and structure of the character. I designed the rig and the animations used including walking, running, jumping, idle, and rolling. I also designed the silver tray the character is holding. It's signature idle animation includes slightly bowing its head and presenting the tray. I wanted to have it say, "would you care for some tea sir?" The level scene is designed to have the character avoid multiple tables and collecting numerous rodent models.
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    Modular Design Game

    Modular Design Game

    Program: Unity
    Version: 2020.3.22f1
    Team Size: 3
    Role: 3D modeler/level builder
    This was a 3D FPS taking place in a creepy old, abandoned hotel setting. My goal was to design modular assets for the level and use them to create the scene. I created the wooden floors as a puzzle piece. I created the sets of stairs, the doors, and the elevator model. The elevator also featured an animation of the doors opening and closing, as well as the floor arrow at the top spinning. Your goal is to make your way through the hotel setting as you shoot enemies designed after small blob like figures designed after Among Us.
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    Exterior Environments

    Exterior Environments

    Program: Adobe Photoshop
    Number of layers: 10
    These are 6 black and white images of exterior environments done in Photoshop. Each one has 4 to 5 layers to them. Each drawing is from a photo of an actual place I have visited before. Two of them are from a vacation in Newport Rhode Island. Two of them are from Coggshall Park, a nature preserve I frequently visited in Fitchburg. The last two are from my vacation to Niagara Falls. I wanted to choose references that were not only real but memorable to me and have meaning. They represent my experiences and my view of the world around me.
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    Photoshop Storyboard

    Photoshop Storyboard

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    Design with Chaos Photoshop

    Design with Chaos Photoshop

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    Unreal Engine Prototype Level House Fire

    Unreal Engine Prototype Level House Fire

    Program: Unreal Engine
    We were designing more levels in Unreal Engine. I wanted to make this one longer, and more intense. So, I designed a level with a home like environment engulfed in flame particles. I set up the area with furniture, tables, chairs, and lamps. I spread the fire particles to all corners of the house area. On top of the furniture, blocking the front door, cutting off part of the stairway, and blocking other pathways. When you reach the upper level of the house, there are also smoke and sparks particles coming from the lamps to give it a better fire escape experience. I did try to include the damaging effect of the particles, but I ran out of time.
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    Unreal Engine Prototype Level SpongeBob

    Unreal Engine Prototype Level SpongeBob

    Program: Unreal Engine
    This was my first exposure to working with Unreal Engine. I was to design a platform level prototype. I choose to do a theme based on SpongeBob SquarePants. I built water textured walls around the level area, with sand on the ground, and surrounding plants. I used the models, shapes, and textures provided to me to build SpongeBob's Pineapple, Patrick's Rock, and Squidward's Easter Island head house. I designed platforms to jump onto to reach that small island with the two palm trees that you see in the show's opening.
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    UFO Animation

    UFO Animation

    Verts: 4702
    Edges: 9490
    Faces: 4820
    UV: 5500
    Tris: 9220
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    Bouncing Ball Animation

    Bouncing Ball Animation

    Verts: 382
    Edges: 780
    Faces: 400
    UV: 439
    Tris: 760
    This was one of the first times experimenting with animation in Maya. I wanted to start out simple and clean, so I made a little sphere and animated it to bounce in a forward direction. I set it to 30 FPS and made a wavy bouncing motion much like a rollercoaster.
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    Ultra-Fast Racers

    Ultra-Fast Racers

    Program: Photoshop
    Number of Layers: 8
    These are some sketches of cars and vehicles done in Photoshop. The vehicles include the Ford Explorer from Jurassic Park, Lightning McQueen from Disney Pixar Cars, KITT from the hit TV series Knight Rider, Aston Martin from James Bond, and the outline of another race car. The vehicles seen in these files are depicted in a side view, and in a driving perspective viewpoint. Ultra-Fast Racers is a pitch for a game I have been working on for years now. UFR is a game I hope to create one day in the future. It is a racing game that takes the most iconic cars and vehicles across all media platforms and makes them race against one another. These are some of the vehicles I want to incorporate into the final game.
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    AI Drone

    AI Drone

    Verts: 2120
    Edges: 4338
    Faces: 2230
    UV: 2469
    Tris: 4216
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    Hatchet

    Hatchet

    Verts: 94
    Faces: 90
    Edges: 180
    UV: 113
    Tris: 180
    I designed this hatchet model as a weapon to be used in Tyler Journey. After I imported it into Unity, I animated it to swing straight out to the left and back while facing the screen in a first-person view.
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    Watering Can

    Watering Can

    Program: Autodesk Maya 2023
    Verts: 90366
    Faces: 90112
    Edges: 180480
    UV: 90911
    Tris: 180224
    This is the watering can model I designed for the updated version of Tyler's Journey. All one object although I could have sealed up some of the gaps in the handle. The hole for the spout was extruded inside, and not going all the way through.
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    Samurai Armor

    Samurai Armor

    Programs: Autodesk Maya, ZBrush
    These are screenshots of models and assets of Samurai Armor. I designed each model in Maya before adding textures and materials in ZBrush. I have a katana, or Samurai blade weapon, a helmet, chest armor, shoulder pads, and a lower half.
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    Anvil

    Anvil

    Program: Autodesk Maya 2022
    Verts: 272
    Faces: 268
    Edges: 538
    UV: 291
    Tris: 536
    This is another 3D model of an anvil I designed for the factory setting. I studied a few different sources to get the shape and dimensions accurately correct. I do like how it came out, but I know it can be enhanced further.
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