
Other Works

Beast Dominion General Design
For my 3D action game, Beast Dominion, I designed several visual designs and visual effects. For the main character, I designed the crown, the cape and the staff myself, using the objects in Unity. Below these two images are comparisons of how I modified art assets I found on the Unity store.
Original
New
3D Modeling Work
Stony Brook Game Developers Club Presentations
Video Game Character Design Presentation
A PowerPoint presentation I designed as an E-Board member of the Stony Brook Game Developers Club, detailing how to design a video game character with 9 steps which include shape usage, pose design, complexity purpose and color combination, using examples from characters in popular video games. I also included two drawing tutorials to practice drawing existing video game characters and original video game characters. I went over not only the artistic aspects of designing a video game protagonist but also the conceptualization aspects such as how they serve the game as a whole, how they can influence both game design and story design and how much of the game's production banks on the protagonist.
Video Game Narrative Design Presentation
Deconstructing Game Mechanics
A PowerPoint presentation I designed as an E-Board member of the Stony Brook Game Developers Club detailing how to design a video game narrative, going over what is narrative in video games and how stories are told in video games in comparison to movies and books, particularly how narrative isn't told in a linear way and is told through not just text and scenes but through gameplay, specifically through the choices players make. The presentation also goes over how video game narrative should evoke empathy in players, tell a story through visuals and gameplay and establish tone using examples of narratives from popular video games.
A PowerPoint presentation I designed as an E-Board member of the Stony Brook Game Developers Club discussing the bare bones or the most essential aspects of game design such as the main mechanics (movement and object interaction), evolving and developing game mechanics (game mechanics that evolve over time to provide more challenges and options for the player), proper player punishment (punishing players for making bad choices to hint to them which choices they should optimally make) and proper balancing and agency (providing readable patterns in obstacles and giving players a good amount of freedom of choice). I demonstrated these aspects using several popular video games as examples.