Video Game Design & 3D Modeling
Tidewater Harvest
Tidewater Harvest is my most recent and ambitious major project. It is a roguelike-like video game about managing a pirate ship on its unique voyage. I created all the game’s art and almost all of the code. It is written in Java and utilizes OpenGL and LWJGL3 for visual display.
I poured my heart into this game, and I hope it can serve as a good representation of my capabilities and determination. It is currently in Early Access release. You can see much more about the game here. The below video is the full trailer for the game. Please have a gander, me hearty!
Pyramid Schemes
“Pyramid Schemes” is a video game I helped create with three other students while in college at UNC Charlotte. I worked with one other student to create the concept before this project began.
I was lead artist on the project and did virtually all the artistic work. We used Microsoft’s XNA Game Studio and Adobe Photoshop to create nearly everything. The soundtrack is from “Mech Warrior 2” and was provided courtesy of its composer, Jeehun Hwang.
The game is relatively simple in its current form but I had many ideas on how to add more content and worthwhile playtime without adding too much more code and art. These ideas were moslty just game structure and mechanics, but time constraints would not permit their implementation and we were happy with what we had accomplished.
A video of our finished product can be viewed below. (The software used to make this video had faulty audio capturing capabilities and therefore the audio is slightly distorted.)
Click thumbnails to view full image.
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1. Screenshot of the first model of our proposed game.
2. First phyisical model of our game.
3. Second physical model of our game – a complete board game version with game pieces and finalized rules system.
4. Screenshot of our finished game, converted to a PC format.
5. Cover I designed for the game, made to fit around a DVD style case.
Halton Arena Model
For another video game project at UNC Charlotte, I created a model of our basketball stadium, Halton Arena. The requirements called for a realistic appearence, so photographs of the building were used for the model’s textures. Adobe Photoshop was used to edit some textures or create those where a viable photograph was impossible. The model was created to scale and measurements of the structure were taken by hand. The model was created in Softimage XSI Modtool.
A video showing the finished model can be viewed below.





