Category: Environment

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Simple snake-like game.

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PT_downloadAndroid

This is a game done while at Dragon Army. The goal was to crate a quick game with simple interactions and a unique visual style. Another artist and I got to work and quickly came up with some styles to based off of the original prototype and slapped ‘em up on the wall to critique. Here’s what we had:

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Initial Concept Art for Paper Trail

We really like the feeling that the negative space gave us in the latter concepts so we went with that “void” feeling and came across our second iteration.

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Second iteration on Concept

We really like the feeling that the negative space gave us in the latter concepts so we went with that “void” feeling and came across our second iteration.

Now that we had a visual style, we pushed it into what it lives as today. :D

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Images provided by Dragon Army with permission.

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One Sweet Robotic Adventure! Defend Citizens from Robotic Invaders that want to steal that Delicious Ice Cream!.

RLIC_downloadApple

RLIC_downloadAndroid

This is a game for iOS that was funded by Kickstarter in 2011 and has been heavily in the works ever since. I joined the team in 2012 and am currently creating 2D and 3D content for the game, as well as designing gameplay mechanics, enemy waves, weapons, and planet layouts. This is a very large scope game that is being designed by a very small team. We have come a very long way since the first prototype and hope to release as soon as possible.

In Robots Love Ice Cream you play the role of an intergalactic, ice cream delivery truck driver, armed with weaponized ice cream to protect your paying customers from robotic invaders. You can customize your truck with unique weaponry and equpiment and travel to different planets across the galaxy, each with its own unique mechanics and enemies.

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Banner Art for RLIC

As your efficiency and planetary score go up, so does your score on the leaderboards. Using the Sprikletonium(SK) from destroyed robots, players can upgrade their weapons and equipment to better accommodate their play style. From the Boomsicle to the Brain Freeze, each weapon offers a different approach to defending each planet’s citizens which is essential to get a sweet score.

We’ve recently done a lot of work on UI and player interaction by introducing the store and a new control scheme that is much more user friendly. We have also introduced platforming as a mechanic which nicely breaks up the once clean and endless surface of any given planet.

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Postcard giveaway for PAX Prime 2013

Being a game for mobile, all of the assets need to be as efficient as possible. I have learned a lot about the constraints of mobile during this project and all of the assets are min-maxed to get the optimum performance with the least cost.

Images provided by Dragon Army with permission.

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Made with UDK game engine. Created all models and textures.

This is a level designed in UDK as an MMO hub. I created all 3D and 2D content for the project and focused on challenging myself to create low-poly content with hand painted textures and lighting. I took a family trip through Tennessee around this time and saw a lot of Alpine inspired architecture. I began creating concepts for how the environment should feel based on the main characteristics from these buildings. I exaggerated certain elements to give it a fantasy-like quality.

Level design by Chris Miller.

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Creating all 3D content and Textures.

We started this project as an entry to the Ouya Create competition and have kept working on it since. We came into the competition a bit too late to get it completed in time but we believe that we have something worth continuing to work on. As the title suggests, it plays as a homage to Smash TV with procedurally generated rooms and the addition of upgradable weapons and perks for each player. We are also introducing a proximity mechanic which we call auras. Players within a certain distance to the activated aura get the temporary buff that it gives.

The art style was super rushed to begin with to fit into the constraints for the competition. We’re still playing around with different themes and concepting different styles but whatever we decide on will be well worth the time spent. We’re still working on it so stay tuned.

Game Design by Patrick Rossetti. Programming by Burton Posey.

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Made with Kaneva game engine. Created most models and all textures.

This is a game that was made for the World of Kaneva. We had a small team of people so we wanted to keep it rather simple and decided to go with a Spleef-like multiplayer game. Players spawn into a procedurally generated arena with destructible floors and a single goal: Be the last one to fall. Walking over a block causes it to crack and then eventually break, causing a player standing above to fall. It is a very simple game mechanic but it turned out to be fun, especially with four people.

The Kaneva game client is rather primitive when it come to game content so that was a constraint that I had to keep in mind when concepting. The key to our success was keeping things low-poly and modular. At the time, we had little to no control over UI and menu systems so the information that we could give to our players was limited to 3D content. We aimed to keep our color pallet rather dull to let our color coordinated blocks, teleporters, and signs stand out.

3D Modeling assistance provided by Chris Miller.

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Made with UDK game engine. Created all models and textures.

This is a level designed in UDK as an MMO dungeon. I created most 3D and 2D content for the project and focused on challenging myself to create low-poly content with hand painted textures and lighting. I focused on complementary colored shadows to push depth into the models since our goal was create a low poly environment. This environment took 2nd place at SCAD’s Entelechy for Environment Design.

Level design by Chris Miller.