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Example Work

Enemy Design

This is the biggest Project I’ve worked on so far, with a team of 20+ people. My role was to design and oversee the production and balance of enemies. Eventually I also took on the responsibility of creating the builds we presented at JAMFEST and GMU’s Senior Expo.



Creative Writing

Fractured Soul


Another project is Fractured Soul, an RPG Story concept document, where wrote Dialogue, Characters, and world lore.

You play the role of Paige, a baker’s daughter and Aspiring Archeologist who is thrust into the world of Estra with her friend Donovan and the cleric Lucius after awakening to dark magic during the attack on their city. They must now find the meaning behind Paige’s visions and stop the Fractured Beasts that now roam the world under the control of the nation of Etsita.


RPG Programming work

Shape Shoot Out


This was a game based on the free to play 2D tank game Diep.io. This project was designed to try and bring the elements of Diep.io into a 3D environment. I worked primarily on the programming, and UI for this game. Creating an opening upgrade tab, with progress bars that filled as you purchased levels.


I also developed a working enemy Ai after studying some videos on unreal.
It was capable of:
1. Tracking the playing around the maze.
2. Maintaining different distances of attack depending on enemy type.
3. Having Randomized values for HP, Speed, and Damage.


Map and Layout Design

Meteorite Mining Outpost Map

A level map for the player designed after the map system utilized in “Ratchet and Clank 2: Going Commando” by Insomniac games.

The image above is a guide for white-boxing, so a basic 3D level layout can be quickly made including basic stand ins for enemies, important items, and architecture.



Replicated feature

Overwatch: Hanzo DragonStrike

The goal for this project was to try and duplicate a feature seen in a published video game. I chose to try and replicate Hanzo’s Ultimate Ability Dragonstrike from the game Overwatch.

This was a great opportunity to dive into Unity’s shader graphs. It was interesting to learn how add and multiply nodes could affect the final product as a whole.

Getting the Dissolve, Rotation, and Glow subgraphs to all work in tandem was quite the endeavor, but I think it turned out great.


Lighting Test

Bump in the Night

This Project was created as my first exploration into lighting inside the unreal engine.

The player was given a minute to familiarize themselves with the environment, before the lights were turned off and they had to navigate to three different objects inside the darkened museum


Unity 2D Soundtoy

Solar Harmonics

This was created in partnership with Veronika Lord, who provided all art assets, and a couple of the audio tracks.

This was my first delve into using Unity’s audio advanced audio systems, specifically the snapshot systems, and allowing the player to manipulate audio themselves.


Basic Game Design

Boxed In

This was one of the first projects I worked on when I started attending George Mason. This was created using Construct 3.

The feature I’m most proud of with this project is that when the player is down to their last life the music dims as a heartbeat starts to thump.


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