This page serves as a chronological archive of work completed during my time at ACC. Not all projects may be completed.


2014-2015

Intro to Computer Graphics

Idaho Springs Brochure

A brochure created using Adobe InDesign for the purpose of printing and folding.

Outside

Inside


Intro to Computer Graphics

Visual Guides

Guides with images depicting the steps. Intended for printing on 8.5x11 paper.

Photoshop: Create quality masks

Illustrator: How to use Live Paint

InDesign: Set up a 7x10 brochure

Photoshop: Pencil-drawn effect


Intro to Computer Graphics

Photo to Vector

An exercise of creating vector shapes from a photo reference. 

Original Color Photograph

Final Vector Image


Adobe Photoshop I

3D Object Illusion

Creating a 2D image in Photoshop with the illusion of depth.


2015-2016

Game Design & Development

Board Game 1

Goal: Be the player that reaches the exit, but only the number that the die decides. (4 players: 4 sided die)

Ex) be the 3rd player to reach to exit if the number is 3

Rules: Players roll a die and move either forward or backwards that number of spaces.

If the player lands on the same tile, or same path, a battle event triggers. One round of rock/paper/scissors or something.

The winner of the battle event move forward 1 space, the loser goes back 1 space.

The mist: After every player has had their turn the mist moves forward around one space. If your piece is either caught in or behind the mist, then you lose the game.

Blue spaces will trigger an event where the winning position will change (3rd to 1st)

If the number is 1 you must reach the exit first, 2 is second, 3 is 3rd


Game Design & Development

Board Game 2

Questions answered in playtest:

  • Will players be constantly trying to camp artifact within a certain amount of tiles?
  • Will the use of teleportation have enough risk to it that might make certain players not want to use it?
  • Will the coherent theme and backstory add the the game in an interesting way?

Questions for interview:

  • Did they like the theme for hunting Artifacts against other players, trying to race to the end while doing so as well?

Yes

  • Did they like the use of teleportation? If so did they think we should've added more dynamic tiles that affect players on a similar scale?

They liked teleportation - maybe more dynamic  tiles

  • Do you think fighting players once they meet up on the same space was too unoriginal and boring, and something else more interesting should of substituted that?

Possible battle on portal spaces

Playtest Notes: Players were able to follow the rules without making too many guesses. if they were confused, they went back to the rules and 9/10 times the answer was there. The players were extremely engaged and had lots of fun during the game. The playtime is also a lot longer than expected; It was expected to get a lot more challenging towards the end - and it was - but we ran out of time to finish entirely.

Reflection:

Rules were way more clear

Set artifact limit

If artifact is caught in mist – automatically moves

Artifact appears after turn is done

Need unbiased artifact placer or placement algorithm

Goal:

  • Find and collect hidden/buried “Artifacts”
  • Motivation to move forward (stay ahead of “The Mist”)
  • Get to the exit without dying with the most Artifacts before The Mist” destroys you.

Rules:

  • Player can move in any direction the number of spaces they roll on a D-6 without changing direction.
  • Player can move backwards through a teleporter and return to the entrance.
  • If multiple players land on the same space excluding teleporting spaces, they trigger a Battle Event. Rock paper scissors for example. (Something quick with some skill involved, not random) The winner moves forward 1 space, the loser moves backward 1 space even back through a teleporter or into The Mist. Moving forward after a Battle Event will force a player through a teleporter.
  • When an Artifact is picked up, another random space will be populated with a new Artifact
  • Roll D-6 at beginning to determine number of random Artifact pieces.
  • If a player enters a teleporter and rolls a number of which all teleporters labeled with that number are in The Mist, they cannot use the teleporter and must move past.
  • When a player rolls a high enough number to enter a portal, they must land on the exit of their choice and move no further even if they have more spaces to move.
  • If a player rolls the exact number, or moves past a space with an Artifact on it, they will pick up the Artifact

Mechanics:

  • Teleportation through magical means
  • Multiple paths with some rooms that can only be teleported to.
  • Unlimited Artifacts with respawn rate. Spawns on random space.
  • Teleportation is voluntary
  • After every player has their turn, The Mist moves towards the exit one notch (located on side of board) If a player is in The Mist  at any point of the game, they will be removed from the game.
  • After the 2nd turn The Mist begins to move.

Teleportation:

  • Teleporters are labeled 1-4. when players land on a teleporter entrance, they roll a D-4 and choose one of the teleporters with the labeled number. (It’s random, but with some choice.)

 


Game Design & Development

Board Game 3

Interview questions:

  1. Do you think the idea of hunting for gold on a map against other players was interesting enough to keep you interested?

Yes, the thrill of the hunt. The thrill of running away or fighting other players with gold.

  1. Do you think the addition of different difficulty levels was something that made the game more interesting and fun, or kind of ruined how it played out overall.

8 was a good amount of chests.

  1. Did you like the idea of being able to deposit gold in a depository, or do you think it didn’t really feel like it made any difference to the overall gameplay.

It made a difference to the gameplay and It gave a sense of pressure and release.

Questions to be answered:

1.    Did not having a certain tile that decides when a player finishes the game matter a lot in comparison from our previous games? Or was it a better idea.

A little bit confusing when the game ends visually, but It makes sense later in the game.

Playtest Notes: Players were able to follow the rules and start playing quickly and without any hiccups. The players were extremely engaged and started their hunt for hidden treasure. There is a player-battle mechanic when two players pass each other, but for the first half of the game, they chose not to trigger this event. Towards the end, it was used heavily. The length of the time was perfect. It was notable multiple times during the playtest that everyone was smiling.

 

 

Goal: Be the adventurer with the most Gold in their deposit by the end of the game.

Rules:

  • Before the game starts, pick a number between 1 and 8. This will be the difficulty level. Higher numbers are easier than lower. This will determine the number of randomly placed chests.
  • Roll D6 to determine order. Order does not change.
  • At the beginning of the turn a player must roll a D6 to determine the number of spaces they can move.
  • Players can move in any direction the number of spaces without changing direction.
  • If one player moves past or lands on a space occupied by another player, a Battle Event triggers. When a player is moving past another, they must stop and stay on the same space of the other player until the Battle Event finishes. (when the turn ends)
  • The winner of a Battle Event steals 1 Gold from the loser (if they are carrying any)
  • When a player opens a chest, their turn ends at the chest.
  • Players don’t need to stop at their bank, if they have more spaces to move, they can move past while dropping off gold.
  • Stopping at chests is voluntary.
  • Players can’t remove gold from another other player’s bank

Mechanics:

  • Carry limit: Don’t want to carry too much Gold (limit below)
  • Battle Event: Involved players compete in a short, skill based game. (rock paper scissors, Trivia, something that isn’t random) Winner takes one carried gold from loser
  • Gold Limit: If a player is carrying 6 or more pieces of Gold, they will be greatly encumbered. While they have too many pieces of Gold, every roll by that player will be divided by 2. (rolling a 4 will allow the player to only move 2 spaces)
  • Depositing Gold: Each player will have a dedicated deposit (bank thing) where they can drop off the Gold they’ve been carrying. Only the Gold in the deposits will be counted
  • Chests: Chests have a random unknown amount of gold in them. If a chest is opened the player rolls a D4 to determine how much gold was in that chest. When a chest is opened the player must take all the gold available or take none of it. All or nothing.
  • Dropping gold: While a player is encumbered they can drop off any amount of gold at the next nearest chest instead of opening it. After dropping off gold at a chest, they cannot open the chest. The next player can either take the gold laying next to the chest or take both. Again all or nothing.
  • Once a chest is opened, it remains empty unless a player drops gold.
  • The game ends when all chests are empty and all gold is in a deposit bank (when there’s no more gold in play) The game also ends when either a time limit is reached or a numerical gold limit is reached.

 

Reflection:

Rules were again great

Start with 8 chests for 4 players and adjust for different amount of players

Players can choose to stop partially through their move, not moving all the spaces allocated.

Clarify rule about players not being able to turn around while moving on one turn.

Need unbiased treasure placement

It was fun! c:

 


We don't talk about "4"

Board Game 4


Game Design & Development

Board Game 5

3-4 players required, can be up to 6

Goal:

  • Survive the longest in the labyrinth. Be the last player alive and be released from the maze.

Rules:

  • Roll some dice, play a rock paper scissors battle, or clockwise/counter clockwise to figure out the order.
  • At the beginning of each turn the player rolls a D6. The number represents the amount of spaces they can travel in that turn.
  • Players can move in any direction without reversing their direction.
  • Players can stop short while moving the number of spaces they can move (i.e. stopping half way)
  • Players can choose to team up with other players or be competitive. This can constantly change.
  • At the end of everyone’s turn before Minotaurs move, if two or more players are on the same space they must choose one or all of the other players to have a rock paper scissors battle with. The winner moves forward 1 space, the loser moves back 1 space, anyone who ties stays on the same space when the turn ends and the Minotaurs move. You don’t have to battle if you don’t want to.

Mechanics:

  • Event Spaces (?): Player lands on space and is presented with a random Event Card with a short story describing what the character in game sees. The player is presented with a simple Yes/No decision. Their decision could be beneficial, detrimental, have no effect, or a combination. The player must choose or ignore the situation entirely, which is usually one of the choices. Even if there is no clear ignore option, a player can ignore the situation.
  • Event Cards: An event card’s effects only last until the next turn unless stated otherwise.
  • Minotaurs: After the 3rd turn, 1 Minotaur will enter the arena. Every subsequent 3rd turn will introduce another Minotaur from a random corner. There may only be up to 6 Minotaurs at any given time. (With more than 4 players Minotaurs  will spawn every 4 turns)
    • Movement: Minotaurs move 2 spaces towards players after everyone’s turn. They more towards the nearest player no matter what. (If there are more than 4 players they will move 1 space)
    • If a Minotaur can reach a player within their stride by the time they move, they stop at the player and the player is removed from the game. Each Minotaur can only remove 1 player. If 2 players are on the same space and both are caught by a Minotaur, they have a rock paper scissors battle to the death. (best 2 of 3)

Playtest:

Interview questions:

  • How did you like the cards we used in the board game? Were any of them too strong or too weak?
    • Probability is good. Not many situations to say no. Portal gun is OP (A massive F.U. no counter play)
  • How well did you think the board design and layout synergized with the theme of trying to survive and avoid a minotaur?
    • Really nice because of the branching paths. Not many places to get boxed in.
  • If you were to play this game again knowing what you know now. Would you do something differently? Or play the same.
    • Stick towards the center, avoid the outer areas.

Questions like to be answered:

  1. Did you enjoy the overall theme/ feel of the game? Although hard to describe, what kind of feel was there?
    1. Yes, good theme, coherent. Feel like a badass. The storytelling is compelling.
  2. Did you like the subtle amount of story that was added. Or did it not matter much to the players?
    1. Yes
  3. Did the game take too long to finish like the last one. Or did players manage to finish it quicker?
    1. Pace was good, slow to start and speeds up.

Playtest Notes:

  • Players taking a few minutes to read rules, hopefully nothing is overwhelming at first to them.
  • Some players understood what the event spaces exactly do because they have experienced this sort of board game before
  • Didn’t write down what to do when players are rolling to see who goes first and what if they both get 6
  • Changed rule to minotaur comes every 3 round to make game go by faster.
  • Moving minotaur after every turn and not round
  • Some cards were tempting to decide what to choose.
  • Should clear up rule to state minotaur moves 2 spaces, not 1
  • Confusion if players can use cards when it's not their turn.
  • Can't use portal gun to spawn minotaur on top of players
  • Have option to fight or team up, they chose to not fight
  • Should have flexibility to change cards
  • Not clear enough how minotaurs move depending on payers on board or how many started
  • Baseball bat should stun not kill minotaur

Introduction to Business

Business Plan


Adobe Photoshop II

Photoshop 3D Text Composite

The challenge was to composite in 3D text into a photo scene.


Adobe Photoshop II

Constructing A Bubble

A bubble created by hand using photoshop. Internal reflections, strategic blurring, warping, and color effects allows any image to be inserted into the bubble realistically.

Butterfly image inserted into bubble.


Adobe Illustrator I

Phoenix Vector Art

An intricate vector shape created from reference and colored. 

Colorized in Photoshop

Solid Red


Adobe Illustrator I

Photoshop T-Shirt

An Adobe Photoshop branded t-shirt created with Adobe Illustrator and Photoshop.


Adobe Illustrator I

Facetious Magazine Covers 

Magazine covers created from making a template of the PC GAMER magazine format and adapting it to new content.

Antichamber Magazine Cover

No Man's Sky Magazine Cover


2016-2017

Game Programming I

Vectrex 2D Unity Game

A 2D Platforming Runner built in Unity that provides interesting levels for the player to traverse and collect pieces in order to win. Score is the ultimate goal. (or is it?) Design Document Available:


Cardistry Website

A website built from scratch using CSS. Web Design I


Vivus SVG Animated Website

A Website using the Vivus.js plugin to animate my SVG Vectors. Web Design I


Computer Hardware Educational Website

A website filled with computer hardware related content. Web Design I


Graphic Design Production

Denver Zoo Redesign

A hypothetical situation where I am tasked with rebranding the Denver Zoo.

Presentation Board


Graphic Design Production

Jimmy Dean Repackaging

Another hypothetical situation where I am tasked with repackaging the Jimmy Dean Sausage and Pancake on a stick.

Presentation Board


Graphic Design Production

Chewing Gum 3D Packaging

Inspired by Stride Gum, this 3D Package experiments with colors and textures to create something truly unique.

Presentation Board


3D Game Programming

Decoherence 3D Unity Game

3D First-Person Single-Player Psychological-Exploration Cognitive-Dissonance-Inducing Non-Euclidian Puzzler. Design Document Available:


Capstone

Luna 3D Unity Capstone Game

The one last, large final project of the program. Luna was developed in a group of 5-6 people with the use of Git. The project was a full semester long and work has been tedious the whole way. 

to be continued...