Tank Tower Tank

In developing "Tank Tower Tank," I've pushed myself to blend my technical skills with my creative vision, aiming to create an immersive and engaging game within the Unreal Engine. My goal was not just to program a game but to weave together a rich tapestry of gameplay mechanics, art, and sound that would captivate players.

On the technical front, I've implemented a variety of complex systems, from player control mechanics to AI behaviors and interactive game elements, ensuring a seamless and engaging experience. My work on components like the TankBoostManagerComponent for managing power-ups and the TriggerActor for environmental interactions exemplifies my focus on creating depth and replayability in gameplay.

Creativity played a huge role in this project, especially since I decided to take on the challenge of creating all the assets from scratch, except for the particle effects. Designing the 3D models, textures, and animations allowed me to ensure that every element in the game felt unique and cohesive, contributing to a vivid game world that players can immerse themselves in.

Sound design was another area where I dedicated a lot of effort, crafting custom soundtracks and effects to enrich the game's atmosphere. I believe that sound is pivotal in setting the mood and enhancing the narrative, so I aimed to intertwine technical sound design with the game's storytelling aspects, making every battle feel epic and every environment alive.

The gameplay experience itself, from the nuanced game modes and player controls to the interactive menus, was crafted to keep players engaged from start to finish. Managing the game's flow through the TTTGameMode class, I sought to balance challenge and progression to maintain player interest. Furthermore, the comprehensive UI system, orchestrated by the UIManager, was designed to keep players well-informed and engaged throughout their journey.

In this project, my intention was to merge my programming capabilities with my passion for game design and storytelling, striving to create not just a game but an experience. "Tank Tower Tank" is a reflection of my dedication to the craft of game development, embodying my commitment to creating immersive, memorable gaming experiences. It's a project that I'm deeply proud of, representing both my technical proficiency and my creative aspirations in the realm of game development.

Embarking on the journey of creating "Tank Tower Tank" was a formidable challenge, one that I approached with great enthusiasm and a keen desire to push the boundaries of my capabilities. A significant factor in my ability to bring this project to fruition in just two months has been the invaluable knowledge and skills gained from GameDev.TV's comprehensive classes. The structured, in-depth tutorials and hands-on projects provided by GameDev.TV equipped me with not just the technical know-how but also the best practices and industry insights that are crucial for efficient and effective game development. This foundation allowed me to rapidly prototype ideas, implement complex systems, and refine gameplay mechanics, all while maintaining a high standard of quality and creativity. I'm incredibly grateful for the role that GameDev.TV has played in my development journey, enabling me to transform the vision of "Tank Tower Tank" into a playable reality in such a condensed timeframe.

The first three animations you see here include assets I created for a fanmade Digimon World 3 Remake and some from File City in Digimon World 1.

This one is interesting as the face comes from a light source inside the monitor. The light is being caught on the screen and mirrored. Kinda like how the old school TVs actually work.

TheBladingCode asked me to create a logo and I went the extra mile to make some simple animations!

A Custom Modular Dungeon Fly-thru

Here is a custom weapon asset designed from a Dungeons and Dragons game I played. My song Yamamoto is actually about this campaign .

Here is some more logo animation work.

Some Pixel Art I have worked on.

And finally a promo for my band Part Time Ghost that we played on a projector during our show. To the right is a Sound Absorsbsion pannel I designed for recording.

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