Projects
3D Modelling & Scene
Team Members: Myself, Megan Smith, Muriel Hagge, Ryan Spencer

For this project, we needed to make a cohesive scene within Unity with models we needed to make and import into Unity. For my team, we made objects and a scene based on the Battle of Endor scene from the 6th Star Wars movie. The above image is a picture of one of the things I made, which was an AT-ST. For this model, I needed to use multiple shapes to make to create it due to the original inspiration having multiple, robotic parts.

The model above is a lightsaber, based specifically on the one Luke Skywalker used. The reference for this model was his lightsaber. Unlike the AT-ST, this was made using a single cylinder model. I needed to manually create edges as I worked in order to shape it properly, as well as having to constantly use the extrusion tool.

The image above shows the final product, with my models and models made by other members in the scene as well. All models were made in Maya and imported into Unity, where a person can control a first person camera and walk around the bunker and forest terrain.;
Monogame Project
Team Members: Myself, Julia Wessen, Ryan Spencer, Rochelle Cohn, Nathan Sun



(1/3) This silly-titled game was made by a team which I was a member of using Visual Studio and Monogame (all C#). My main contribution was the main menu and game state implementing, an example of which is shown above.

This silly-titled game was made by a team which I was a member of using Visual Studio and Monogame (all C#). My main contribution was the main menu and game state implementing, an example of which is shown above.

In this game, you play as a guy named Paul, with his goal being to collect his scattered memories around the stages to progress to the next stage. In order to do this, Paul will purposedly take damage to go between an afterlife and the living world. When the player was dead, they could float and pass through certain blocks that were solid in the living world, and vice versa for when the player was alive.

While the game was short when we made it, we made a companion program that allowed us and other people to create and automatically add them to the game. This was useful for both adding levels to test out mechanics and to give a level editing thing that a lot of online games similar to ours have used (also made with C#).