The Watch Box
3D ENVIRONMENTAL GAME DESIGN
The Watch Box is a 3D Environmental Project reinterpreting my personal experience in military service. Approximately nine years ago, I served in the 17th Infantry Artillery Battalion for about two years from 2013 to 2014 in Korea. One of the most memorable experiences of military service was working on guard posts for about two hours every night in winter. It was extremely hard to spend that time in an immovable position because my army base was located in the middle of the mountains, and the weather was very cold in winter. I've spent most of the time observing the enemy invade a given border area, but on the other hand, I was more like fighting the cold and silence almost like any ghost coming up, and also against myself. Sometimes the sound of wild animals and insects coming over the fence, and the random ideas that come to mind, are most memorable.
Roles:
1. Game Designer
2. 3D Environmental Designer
3. Sound Designer
Game Instructions - The Watch Box
Game Scene (Night Vision Goggles) - The Watch Box
Gameplay Video - The Watch Box
[Support Only Window]
- Download: https://drive.google.com/drive/u/1/folders/1RkYhAww4UPebNU1eN6psT5vq7hGSGWb8
- W/A/S/D: Move
- F: Flash
- G: Night Vision Goggles
- ESC: Setting
The Mindfulness Expo
3D VIRTUAL EXHIBITION DESIGN
During the COVID-19 pandemic, I opened the Virtual Exhibition - The Mindfulness Expo. It is a design project for a heightened multisensory experience based on the meditative theme. I created a series of repetitive motion graphics depending on the use of nature sounds. Visuals match with the audio and loop infinitely in the place where they are displayed in the rendered environment.
Roles:
1. Game Designer
2. 3D Environmental Designer
3. Motion Graphics Designer
4. Sound Designer
Game Scene (Water Dripping Room) - The Mindfulness Expo
Game Scene (Soft Water Flow) - The Mindfulness Expo
Gameplay Video - The Mindfulness Expo
- A 3D Environment
- Motion Graphic
- Gameplay Video
- Heightened Multisensory Experiences
- Theme: Meditative
- W/A/S/D: Move
Run Or Die
3D PLATFORMER
Now the virus is spreading all over the world. Back from his trip, JK is suspected of being infected with the virus at work. He was told that he can't come back to work unless he gets a PCR test at a hospital. The city is already full of the infected. Players must get him to the hospital safely in a limited time.
It is my first game project in the RMIT advanced diploma of Interactive (Screen and Media) in 2020. By the time the COVID-19 began to spread around the world, I created the 3D platformer with a COVID-19 theme.
Roles:
1. Game Designer
2. 3D Environmental Designer
Game Instruction - Run or Die
Game Scene (Player Character and Enemy AI) - Run or Die
Gameplay Video - Run or Die
- 3D Platformer
- Gameplay Video
- W/A/S/D: Move
- Space: Jump
The Best Car Parker
3D DRIVING SIMULATOR
A peaceful city, a driver is looking for a parking spot. It's already been half an hour since he got around. He, late for the meeting, finally find a parking spot. However, there is only a very narrow parking space between Ferrari and Lamborghini. Can he succeed in parking? This project is a 3D top-down driving and parking simulation game. Players need to find the parking space and park their car successfully in a limited time.
Roles:
1. Game Designer
2. 3D Environmental Designer
Game Scene (Car Park) - The Best Car Parker
Game Intro Animation - The Best Car Parker
- Game Intro
- 3D animation
- Foley Sound Design
Gameplay Video - The Best Car Parker
- 3D Parking Game
- W/A/S/D: Move
- R: Rear Camera
- 1/2/3/4: Cam 1/2/3/4
Deeper Underground
Level Design - Megaman Maker
The story begins with this phrase. “Exterminate the evils that will destroy the Earth from the deep underground world in the city centre.” Dr. Light sends Roll Chan, his kind-hearted humanoid robot, to explore underground from the city. At the subway station, the first things she encounters are the steams from the broken pipes and the oil on the floor. The steams are extremely hot, and the oil is so slippery that she was about to be burnt and fall. Where she arrived avoiding the steams, a huge portal, that connects the underground world, swirls around. Being sucked into the portal, she quickly falls deeper underground and intuitively feels something is going wrong here. Is it because she is getting closer to the centre of the Earth? She feels the heat extremely burning her skin. At the den, some bad-looking creatures stand in her way. Their skin seems to have turned red in the heat. She has no choice other than to knock them all down. After all, she finally runs towards the end of the den of evils, where the flame storm is raging.
This level consists of a total of three acts, 1. Underground in the city centre, 2. Deeper underground, 3. Deep in the den. Each act is a puzzle and platform game structure that becomes gradually difficult. Obstacles that users have to overcome and weapons that they have to get used to are kindly introduced to clear all the acts
[Designer's Statement]
URL: https://drive.google.com/file/d/1ysF2dJVRXr280BHH1pYH0xA6cgttatec/view?usp=sharing
Roles:
1. Game Designer
2. Level Designer
3. Narrative Designer
Game Environmental Design [Subway (Left) & Den (Right)] - Deeper Underground
Scene Transition [Before the portal (left) and In the portal (Right)] - Deeper Underground
Gameplay Video - Deeper Underground
[Download]
- Mega Man Maker: https://megamanmaker.com
- Deeper Underground: https://drive.google.com/drive/folders/1TUA5_O21EHlWHiQiehhHq3abVpjzCDVH?usp=sharing
Falling on Slopes
Level Design - Quake Map in TrenchBroom.
Falling on Slopes is a level design project creating a Quake map in TrenchBroom. The map is for 2-4 players Free for all combat. I started with the theme concept from my first imagination on the words 'Lumpy & Falling'. In the ideation, I've generated a few contents that I was going to visualize in this project:
- Polygon Structure Building
- 4 spawn spots targeting 2-4 players' deathmatch volume
- The fairly playable game map
- Centre Combat Zone
- Gameplay: Falling leads to the death
[Designer's Statement]
URL: https://drive.google.com/file/d/147clyWBsDbJpMeA_I6LRYCkTBc65YPqC/view?usp=sharing
Roles:
1. Game Designer
2. Level Designer
Map Features considered
- Fairness
- Centralization
- Diversity
Map Layout (Top View) - Falling On Slopes
Colour Lighting Indicator (RGB colour base) - Falling on Slopes
Gameplay Video - Falling on Slopes
[Download]
- Quake: https://store.steampowered.com/app/2310/QUAKE/
- Falling On Slopes: https://drive.google.com/drive/folders/1HMK_jYBh-WPe_QQB-iySYfrk6vuoBFo0?usp=sharing
About Me
Game, 3D and Level Designer
"Hello! I'm Maverick, and I'm a Game Designer"
Based in Melbourne, Australia, I am going to graduate from RMIT University with a bachelor of Digital Design. During my studies, I've enjoyed and been through a variety of digital designs across graphic design, 2D, 3D animation, video production, sound design, Interactive design, UX & UI design, etc. Among those, my first priority has been always game design and it will be. Whenever there was a free form of artwork assessment, I always translated the requirements through the game projects. As a result, I could build over 9 game projects at RMIT.
I love learning about design, especially 3D art, scripting, and the latest techniques! I have a long-term goal which is to be a game designer who is capable of game engineering as well as designing visuals so that I would deal with the entire process in the future project. In addition, I want to be in the first place in the latest game industries including VR, Metaverse, and Cryptocurrency. This idea is my motivation and I have a passion for it. I might be a small seed buried underground at the moment, but I will keep being toward my goal until my efforts have come to fruition at last.
When I'm not in design, I like meeting friends, working out, and playing PC games. Along with the game design, I currently have a plan to keep an update on my Youtube channel as my recent game dev log. I'm very excited to get into the professional field after graduation soon!