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GameWizards (March 2008 - September 2008)
Art Institute of Los Angeles - Santa Monica
Overall Art Lead/Producer

Make Something Unreal Submission:
MSU Phase 3 | Best Non-FPS Mod | 2nd Place

You play as a soldier battling against Monolith, a giant monsterous mech that controls legions of robots. Monolith wants to travel with his army through time and space to destroy the human race and you must stop them!

Killing Time is a multi-map side-scrolling shooter created specifically for the Unreal engine. I worked as the Overall Art Director and Producer on this game for 6 months and was rewarded with the "Best of Quarter" award in the Game Art & Design catagory. My responsibilities were to teach a classroom of over 20 students basic skills for 3DSMax, Photoshop, and Unreal Editor. As a Producer, I was in charge of keeping track of their assignments on spreadsheets, and ensuring the meeting of the multiple deadlines that the "Make Something Unreal" contest set for us.




Monolith



9784 tris

The main boss of the single player portion of Killing Time. Monolith must be destroyed for the player to save time itself. He attacks with eye beams and his massive arms. You face him twice, once in the beginning of the game, and once more at the end.

I was in charge of modeling and preparing Monolith for animation and scripting. Monolith is one of my personal favorites.


Hive

4529 tris

A bee-type robot that is designed to be fired out of a 'hive' as a pod canister where it then expands out and enters it's attack mode. During gameplay, it flys over the stage and fires heavy rockets at the player.

When the project hit some roadblocks during mid production, mostly from how much time we had versus how much we wanted to implement, we decided to scrap the transformation of this Hive robot from canister to bee/seahorse.

Turret




3587 tris

This is a stationary robot that fires lasers at the player. When it isn't blasting death beams, it is also used as a welding unit for the robot production line.

Interestingly, I remember this asset starting off as a building. The structure, the details, and all the pistons and pipes were supposed to make this some sort of hydraulics stand for a very large building or factory.

When the concept artist gave me an update about this asset, I changed the tip of the 'bridge' portion and turned it into a turret/welder unit.

It was even planned that the light would turn red when a player got caught in some trap and the turrent would attack the player until they got out of range.


Minigun



3225 tris

Created when we were planning on replacing the default UT3 weapon set. Though it never made it into the game, it's still featured as a background asset.

There were plans to somehow transform this asset's parts into a tank or just let Monolith use it against you. Again, the idea never made it into the final product, so this asset joined the many other weapons in the static mesh category.

As a side note, when i saw the concept, my first thought was "Wow, that is going to be a heavy gun!"

Screenshots