FINAL PROJECT
Here I designed a "Rotation Wheel" in which one player will rotate the wheel from the outside, while the other player must survive and reach the exit on the other side.
I wanted to develop a more meaningful way of dying, so I designed a "Spike and Blood" prefab. I would like to improve by having the blood stain the level, but currently it disappears after time.
I love the chat system that Psyonix built into their game, Rocket League. So I wanted to develop a quick emote system of my own, mostly for the coop players to troll each other.
In this image, I have set a trap for the players on the tutorial level. When player 1 phases the wall for player 2 to go through, player 2 gets trapped and must use his teleport ability to get out
With this level, I wanted to design it vertically, and with moving platforms in order to test players quick reaction time.
This is another level with which I wanted to test the players quick cooperation, and not leave them time to sit and think about what's next.
This was the first environmental boss we put into the game, and is based off of a level timer, in which they lose if they don't release the nuke quick enough. Once the targets on each side are hit, players can then phase the floor to drop the nuke.
ALL SCHOOL WORK
In this scene, I started to create an arena for a arena brawler game my group and I were working on.
This image is to show of the day/night cycle I created for this arena in our arena brawler.
This is a base picture for the space shooter game I created. It shows score count, shield amount, ammo count, lives count and health in the UI. There is also a blue bar underneath that represents the amount of turbo you have.
In this image, you can see an ammo pickup in the bottom right, and a missile pickup (red sphere) that allows for a few seconds of shooting 2 missiles.
This image shows the basic player projectile that is shot, with a particle trail.
This is the start to a level that I made, in which the player must navigate through the house and out to the street. The purple box represents a check point for players to run through. There is also a pool, in which the players must throw the boxes (seen above) to climb the other side.
After you reach the other side of the pool, you will enter the bedroom. In here, the record player is intractable, playing music when triggered. There is also a water bottle pickup.
After the bedroom, players will enter the garage that has flooded a bit, and it's electrified, damaging players that hit the water. They must navigate across the cars and flip the switch to turn off the power.