I've wanted to be a game designer since pretty much the beginning of the entire universe. When I was in the 2nd grade, I'd doodle made-up Mario levels on the back of my homework instead of actually doing the homework. These days I can use computers to actually create levels and move around in them instead of doing my homework. Links to videos follow.

Purunmi

A 2D platformer game made in Game Maker. Each level ends by giving a life if 80% of the collectables were collected, and giving a point which the player can spend (or save) on abilities and upgrades. The abilities tend to be a bit on the...crazy side. I opted for a ZX Spectrum-inspired color clash theme, which admittedly doesn't sit well with everybody. This is by far the most ambitious project I ever took up in Game Maker. Music, graphics and programming by myself. Click the image for a video.


Super Mario 64 Level

Consisting of entirely new geometry and everything! Modeled it with Sketchup, imported it with Obj Import, and put down all the enemies and coins and stuff with Toad's Tool. Getting this to work this well was enough of a pain! Outside of some camera issues, one staircase absolutely refusing to have clipping, and the underground section not having the moving platforms that were meant to be there, this went relatively according to plan. Click the image for a video.


UDK Space Centrifuge Experiment

As it spins through space like a wheel, it generates centrifugal force which simulates gravity. This was seen in 2001: A Space Oddysey. The entire thing is one consistent piece, which the player can appear to walk around from the inside. Doing this by utilizing gravity volumes built-in to UDK would probably have been impossible. In actuality, it's an effect which is done by keeping the player stationary, and rotating the entire level around based on the player's inputs. Done in UDK for an Advanced Level Design assignment. I was the only one who had ever tried it this way. Click for a video!

The kismet behind it (click to enlarge).


Shooting Star

Here's a game made by myself (artwork, original music, concept, game programming) and fellow UAT student Coleman Siatta (level generation algorithm, game programming) in Pygame. It's a simple arcade-style game where you play as the shooting star that wants to crash into earth and destroy the world. You constantly fall and teeter to the left/right, and the only means of control you have is changing direction, which slows you down. Mastering it is all about timing it so that you can squeeze the most distance out of the fewest number of direction changes. Click for a video!


Misc. Stuff

Here's some stuff I don't have videos of yet. I did this game concept mockup in ActionScript a while back as well. It's the same concept; the player doesn't move, but the world spins underneath him, making it look like he is moving.