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GAMES -

Accolades

Stephanie Chan from VentureBeat wrote an article about Boomba Cat and the team that I worked with during the Jam

Boomba Cat was awarded an "Excellence In Game Play Award" at the USC Jam site by a panel of judges from USC, EA, and Riot

Summary

Games are my first love. Ever since a friend let me borrow "God Of War" in the 7th grade I have seen the medium of games as the most advanced method of immersive story telling that we have at our disposal.

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INTRO

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Design 

Experience

Investigate Notice

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Producing 

Experience

Investigate Notice

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Shipped

Title

Investigate Notice

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Demo

Reels

Investigate Notice

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Ongoing

Projects

Investigate Notice

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Software

Knowledge

Investigate Notice

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Design

Theory

Investigate Notice

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3D

Art

Investigate Notice

MAIN QUESTS

SIDE QUESTS

Quest Board
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Design Experience

Rogue Initiative

Design Assistant

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Learn

More

E.P.L Games

Designer

Learn

More

Design Experience

CHOOSE YOUR PATH

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Notable works at The Rogue Initiative are locked behind NDAs

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Design Assistant

Rogue Initiative Studios

Position:

  • Worked with the design team to polish and update existing Game Design Documents

    • Provided notes on how the design of current systems could be improved 

    • Expanded rough design ideas into cohesive system outlines

  • Suggested entirely new systems and elements for the design team to review and work to implement.

  • Drafted entirely new game design documentation for upcoming projects

Responsibilities:

Biggest Lessons:

Working with an established team, learning their methods, and adapting my ideas to their style was an invaluable exercise in team cohesion

Rogue Iitiative Studios
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Title: Total Reckoning

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Designer

E.P.L Games

Position:

Platforms: iOS / Android

Status: Shipped

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  • Helmed the design process throughout the entire development of the project 

    • Paper prototype 

    • Final release

    • After launch patches

  • Tested mechanics and refined systems throughout dozens of iterations on the core gameplay loop

  • Worked with team members including engineers and other designers to resolve disagreements on features and develop solutions to arising issues

  • Conduced UX tests to improve usability and ergonomics

  • Balanced difficulty to create a satisfying gameplay curve

  • Developed different modes that expanded upon the base concept

  • Took in community feedback after launch and continued to improve elements

Color Strike:

Biggest Lessons:

As my first job my experience here was instrumental in learning design outside of the classroom setting and experiencing the difficulties of active game development

  • Pitched and evaluated potential game concepts​​

  • Wrote and iterated on multiple GDDs

  • Conceptualized mechanics with paper prototypes

  • Designed and tested engaging systems and features

  • Worked to evaluate and resolve design disagreements among the team members.

  • Engaged in play tests at multiple stages of development in order to identify flaws and bugs as well as to refine features and conceptualize systems to solve existing issues.

Overview:

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Projects:

Platforms: PC/Console

Status: In Development

  • Wrote lore and backstory for the world

    • Developed gameplay concepts that complimented the story design​

  • Designed characters that fit within the world

    • Balanced gameplay necessity with story necessity to create immersive and realistic character design

    • Developed traps and abilities that fit cohesively within the world while also providing an enjoyable gameplay experience

  • Conducted play tests to help balance characters and their abilities​

  • Designed Levels that acted as interesting combat arenas and still fit logically within the context of the world

    • Adjusted levels to provide for cohesive player flow through matches​

    • Optimized level design to work for both strategic stealth gameplay and kinetic action combat

Total Reckoning:

E.P.L. Design
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Producing Experience

E.P.L Games

Producer

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Learn

More

Dark Burn

Game Capture Assistant

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Learn

More

Producing Experience

CHOOSE YOUR PATH

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Position:

Producer

E.P.L Games

Color Strike:

Platforms: iOS / Android

Status: Shipped

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  • Helped to assemble qualified team members to:

    • Facilitate new staffing needs as the project developed

    • Replace talent for existing positions in response to routine turnover

  • Handled interpersonal disputes between team members in order to foster a harmonious work environment

  • Lead negotiations with a local UX lab and did the logistical work to harvest valuable data needed for the design team to further fine tune related aspects of the game

  • Ensured the game and company complied with the strict release standards of the platform holders (iOS and Android)

    • Managed licenses

    • Oversaw version submissions

    • Worked with engineering team to resolve issues specific to each respective platform

Biggest Lessons:

As my first job my experience here was instrumental in learning produceing outside of the classroom setting and experiencing the difficulties of active game development. Managing creative disputes & balancing the schedule with artistic ambition was difficult but important.

  • Worked to coordinate the team across multiple departments to ensure a productive environment

  • Facilitated healthy communication

    • Acted as an intermediate ​delivering updates and messages

  • Created schedules and mapped out milestones and sprints based on budget limitations​

  • Helped to resolve problems and disputes as they arised

  • Checked in on the progress of tasks to ensure development was running as planned

    • Altered schedules and task allocation to adapt to unavoidable changes

  • Ran daily stand ups and helped address development problems

  • Managed Jira and other task tracking software

  • Organized Perforce folders and curated asset libraries

  • Worked with all teams to reduce feature creep and cut features that could not feasibly be implemented 

Overview:

Projects:

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Platforms: PC/Console

Status: In Development

  • Coordinated a remote team across multiple time zones

  • Drafted new documentation outlining company policies and procedures that facilitated the needs of an expanding company

  • Helped identify areas of development bottleneck where contractors could help alleviate stress

    • Drafted work for hire contracts

    • Assessed asset priority and handled allocations of outsourced work

  • Analyzed the cost/benefit ​ratio when considering the implementation of new softwares

Total Reckoning:

E.P.L Producing
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Game Capture Assistant

Dark Burn Creative

Position:

Responsibilities:

  • Worked with Capture Directors and Capture Teams to produce compelling gameplay trailers

  • Identified core gameplay elements to display within our promotional material

  • Helped storyboard sequences that capitalized on unique design elements

  • Facilitate communications between development teams and marketing teams

    • Reported bugs and other issues that prohibited efficient game capture

    • Relayed client notes on submitted shots to the capture director

  • Assisted Director in managing the capture team​

  • Helped design and capture up to 30 sequences a day

  • Choreographed and practiced precise movements with game characters to flawlessly execute captures that appear as natural gameplay in the final product

Biggest Lessons:

Getting to work with a large publisher like EA was a valuable exercise in understanding corporate protocols and procedures. Learning how development teams have to interact with the other departments  arms of their companies helps me understand  how the business   demands on a creative industry impact the development process.

Notable Titles:

  • Battlefield 1

  • Battlefield V

  • Star Wars Battlefront II

  • Anthem

  • Rocket Arena

  • Apex Legends

Examples Of Trailers I Worked On:

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Dark Burn Creative (Game)
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Shipped Title

OVERVIEW

Color Strike

is a fast paced reflex

based game that 

requires

a sharp eye and quick hands

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The following is a quick overview of the basic gameplay loop. More complex ideas are introduced as the player progresses. The game also featured additional modes that further expanded upon the core concept with additional more challenging gameplay elements.

Color Strike:

Platforms: iOS / Android

Shipped Title
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Demo Reels

Portfolio Reel

Showcases work done on titles at E.P.L Games (Color Strike/Total Reckoning [RT] ). *All video of TR is pre alpha test footage*

UE4 Skills Reel

Demonstrates game design skills in the following 

catagoires though the vehicle of Unreal Engine 4 by creating, from scratch, a short level for a platforming style game

Level Design

  • Created a general block out to prototype level flow

  • Tested the difficulty of obstacles and adjusted the design as needed

  • Swapped out the white boxes for assets available within the engine to build context and immersion into the level

Buleprints

  • Added controller support and basic controls

  • Wrote Character blueprints to facilitate specific desired movement abilities

    • Jump

    • Air Dash

  • Wrote environmental and object blueprints to provide level interactivity such as​

    • Automatic Lights​

    • Working doors

    • Elevator with a floor venue

Other UE4 Tools

  • Matinee​

    • To trigger piller collapse​

    • To animate movie platforms

  • In game cinematics​

  • Animaton Graphs

Demo Reels
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Ongoing Projects

Total Reckoning:

Platforms: PC/Console

Total Reckoning is a stealth based third person shooter set in a distant future of warring corporations. The gameplay is centered around strategic multiplayer matches where players set traps and stage ambushes. Players choose between specific characters with unique backstories and abilities. Traps range from ensnarement, to status ailments, to damage, and more. The game is nearing Alpha and is currently undergoing internal testing. Look forward to more information soon. Final assets are still under NDA but you can check out some early footage with temporary assets in my demo reel.

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Ongoing Projects
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Software Knowledge

Design:

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Unreal Engine 4

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Unity

Producing:

Perforce

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Jira

Art:

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Photoshop

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Maya

A list of software that I am proficient in across all of the different disciplines of game development that I am qualified to work within. 

Software Knowledge
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Design Theory

Design Videos

I enjoy working on videos that explore Design Concepts. This includes design breakdown

and editorial style videos where I elaborate on personal design opinions with hopes of making

objective points and critiques about the medium as a whole. This is meant to be a way for me to

demonstrate my knowledge of design concepts.

Design Theory
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3D Modeling

All work was created during my Bachelor's of game art program while attending Full Sail University between the years of 2012-2014. All work is modeled and textured by myself using Maya and assembled (when applicable) in Unreal Engine 3

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3D Art

3D Art
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