MISSILE COMMAND
Missile Command is a prototype design I took up with a team. Here, we developed the first base level where we developed a lot of the base game play of Missile Command.
This is the level 2 concept we created and the first Boss design that we implemented into the game. You can also notice that the player has purchased upgraded ammo, as the ammo count is 20 per base.
This was a more advanced Boss design that we developed for the game, that can phase and teleport to a different location, as well as shoot 2 missiles at the player cities.
An upgrade scene developed to add progression to the game. Here you can spend score for a few upgrades, including bullet speed, explosion radius, and increased ammo.
Pong/Breakout
As my first prototyping experience, I recreated the basic functionality behind Pong.
This is Pong in the middle of a match.
Once I made the prototype Pong, I realized it had a lot of the same functionality of Breakout, so I decided to recreate it's mechanics as well.
This is a level concept I created for Breakout in which the perspective is switched upside down, as well as having moving objects to hit.
This was my favorite Breakout level concept, albeit not very practical. It is first person Breakout, and while it's fun, it's a bit difficult.