top of page

PROJECTS

IceBreaker the boardgame

IceBreaker was an analog board game for a class that I enjoyed in making along with my friends.  IceBreaker is a party game where pairs of players of up to six players can play.  Due to the nature of the game the recommended age range is 18+.
​
To win, your group must be able to guess each other's answers correctly to reach the end of the iceberg trail.  The driving force of this game is getting to know more about your partner and 'break the ice' with the cards provided.  Each pair and individual players take turns in picking cards, read the question written, and the partner guess which out of the multiple answers the reader is thinking of.  

​A peek into what kind of cards are to be expected in the game are: "Three friends -A turkey, a duck, and a chicken- came together for Thanksgiving to do the Turducken. Which friend is your partner...?"

Credits: Justin Johnston, John Whitfield, Jonathan Tippett, Tyler Pomplon

IceBreaker the Boardgame

The game is lighthearted and loosely-based on the Seven Deadly Sins where demon children are persecuted from their home by angels.  The children fight back knowing if they don't, they lose everything they hold dear.  

To play EVICTED please click on the links below (Disclaimer Large File Size)

https://drive.google.com/file/d/0B3T7gsVrWf2EVDhhaklIT0xJT0U/view?usp=sharing

 

Instructions / How To Play

  • Left Mouse Button: (Menu) Hover and Click Options / (In Levels) Shoot or Punch

  • WASD Keys: Directional keys

  • Space Bar: Jump

  • Q Key: Transform


Award: 1st Place of the Digital Game Bracket in the Baltimore Independent Game Seminar (B.I.G.S.) of 2015
Credits: Tony Pantaloni (Composer, Sound Effects, Voice Acting)

EVICTED

EVICTED was a yearlong project that I developed using the Unity 3D game engine during my spare time for the sole purpose of entering it into the 

Baltimore Independent Game Seminar (B.I.G.S.) competition. 

​

My responsibilities were 3d modelling characters, level design, and programming.

 

The most challenging obstacle for me was solving how to transfer information of what playable characters were picked and brought over to the levels.  I went about this by creating an object that will hold information across all scene changes. Depending which characters were picked the playable levels would instance the character that was chosen.

Monsters fight back

Shooting Stars

Space ships

Initially a simple project for a Programming class in C# soon became an exciting endeavor to see how far we could take this project further. Shooting Stars â€‹was a digital Finals project I helped develop along with my classmates in college. This game is a 2 Player Dogfight/Aerial Combat game where you, the ace pilot of your spacecraft, are pitted against your opponent in an arena and battle to the end. ​Wanting to make our own take on the flight simulation genre, we chose our setting to take place in the far reaches of the galaxy.

My main job was to create as many 3D assets for the game so the levels and world would be populated and catch the audience's eyes.  I modeled many of the spacecrafts and levels that are being used in the game.  The program I used to model everything in this project was Autodesk 3ds Max. I've also programmed in the language C# and wrote many lines of codes to make the game functional. The challenges I came across was ensuring the visual UI of the game provided appropriate information to the player and was consistent for each space ships that was presented.  The level select screen was also another obstacle that needed solving.  To differentiate an upper level and lower level I gave a value that signified 'up' and 'down' to the corresponding levels. To seperate levels next to each other I simply used integers as place holders to signify which levels of either upper or lower levels is to be highlighted.

To play Project Oasis, click on the link below (Requires four Playstation 4 Controllers)​:
https://drive.google.com/file/d/0B3T7gsVrWf2ESmN4SVJfVkJBYm8/view?usp=sharing
 

Award: 1st Place of the Creative Bracket in the Inspired Discovery of 2016

Credits: Tyler Pomplon (Lead Game Designer), Jonathan Tippett (Lead Programmer), Connor Randall (Audio Engineer), Eugene Yi (Level Drafting),  Hank Jones (Producer)

This project was a year long work from which I had many jobs to perform. I was the Lead Level Designer and the challenges I had was to create levels that felt challenging and stimulating enough for players to overcome. The levels become progressively harder teaching basic controls and puzzle solving skills. Each scene began as sketches then playable 3d worlds to test. To make the 3d objects more coherent with the visuals, I've made pixel-art/textures for objects to populate the world. I also worked on each character's UI elements and designs such as the color-coordinated player's health and frame.

My Capstone Project completed at the University of Baltimore. Project Oasis is a game developed by five students, each had their own weekly assignments to accomplish in a timely fashion. Our game's genre is a 4-Player Side-Scrolling Action Puzzle. The art direction we chose is unique due to the sprite-work characters and the 3d world. This challenged us to visualize and think about the player's experience when playing the game. Each player has unique abilities to complete levels and defeat enemies. As powerful as each characters are, they will find that their best assets for conquering the Conservatory are each other.

Project Oasis

Bungamati Virtual Recreation

I had tasks assigned to me that involved recreating the Bungamati site lost in a natural disaster in a virtual world. Ranging from background pieces, parts of buildings for modular design purposes, to creating a scene to be used in the Unity game engine. Each week was an assignment to finish and each month a milestone to reach, further into the project I was able to create realistic assets for the GameLab to utilize.

I created assets in preparation with Modular Design in mind for many of our scenes for the Unity game engine. The challenges I faced was the need to produce objects with repeatable textures without drawing too much attention to the repetitiveness yet pleasing to the eyes. While making Normal maps for the assets, small imperfections such as dents and scratches were spread throughout the objects to give it a more realistic impression as well as incorporating high poly models to further add more details.

​

To see more of the GameLab and their works click here

These set pieces can be seen with a closer look at my SketchFab page at: https://sketchfab.com/ujean9171


To play Shooting Stars, click on the link below:
https://drive.google.com/file/d/0B3T7gsVrWf2EcXJjVG02SDZQLTA/view?usp=sharing
​
Instruction/How To Play (Requires an Xbox 360 Controllers)

  • Right Trigger: Accelerate Forward

  • Left Trigger: Accelerate Backward

  • Right Joystick: Control Sideways Rotation

  • Left Joystick: Control Pitch and Yaw

  • Left/Right D-Pad: Accelerate/Strafe Sideways Motion

  • Right Bumper: Shoot Projectile


Credits: Kelsey Griffon (Programmer)

bottom of page