CinematicsThis motion-capture cinematic sequence, which I wrote and directed in my final term at Vancouver Film School in collaboration with Beyond Capture Studios, is inspired from my dark fantasy novel project, Lyris.
In this scene, Coris and her daughter Janna, two inhabitants of the land of Lyris, encounter Victoria, who is a giant compared to them. Janna berates Victoria for allowing her friend to kidnap a fellow Lyrissian during her previous visit to their tiny country. My dream as a narrative designer is to one day turn Lyris into a video game IP, but I also hope to see it expanded into film and television adaptations. In the meantime, I hope you enjoy this short film as much as I did making it! |
Level DesignThe Witching Hour Environmental Storytelling This video shows gameplay from a small game I made in Unreal Engine 5 which showcases environmental storytelling, intended to convey atmospheric horror. Inspired by both the Resident Evil and Silent Hill franchises, The Witching Hour is a game that follows an unnamed female protagonist as she tries to find her way out of a haunted house. To create the gameplay in Blueprint, I mainly relied on YouTube tutorials (ie. for implementing the mirror portal system, shrinking and growing the character, manipulating the camera, and replacing the Unreal third-person player mannequin with a Metahuman I had previously created). Special credit is due to YouTube tutorials by Quinn Anthony, Matt Aspland and Unreal University for showing me how to do this, and my VFS instructor Sim Sahin for mentoring me in the key ingredients of environmental storytelling. Ascent Platforming / Player Experience This game is a platforming project I created at VFS. A different type of haunted house game, this one features the same Metahuman seen in The Witching Hour. Made in the spirit of early PlayStation One platformers, the object of this game is to use moving platforms and launchpads to find your way into the upper sections of a cavernous marble chamber in order to find the keys that will open a sequence of doors to help you escape, all while working against a timer and collecting batteries to power your flashlight. The player is challenged by the dark space through which they must navigate, and the flashlight's limited battery adds a sense of vulnerability. Once again, I owe my gratitude to the tutorial videos of Matt Aspland for showing me how to implement gameplay features such as unlocking doors with specific keys, the disappearing-door trick, collecting batteries to power the flashlight and putting a camera on a spline to create a cinematic sequence. Thanks to my wonderful VFS instructor Rafael Arias Gonzalez for teaching me how to implement platforms, launchpads, the timer and a main menu. In both of the above games, the assets I used were purchased from the Epic Games store. See video for Ascent below. |