Armando Villarreal III

Game Design / Level Design / Code

The Guildhall at SMU

Image description

Soundtrack

1 - Play Soldier Theme.mp3
Download MP3 version
2 - Gosners Gallant For Freedom.mp3
Download MP3 version
3 - Red Luck District.mp3
Download MP3 version
4 - Fancy Foal Station.mp3
Download MP3 version
5 - Glorias 96th Ward.mp3
Download MP3 version
6 - Kong Katastrophe.mp3
Download MP3 version

Play Soldier

Team Role: Assistant Game Designer / Producer

Engine: Unreal Tournament 3 Team Project (UDK)

Team: 16 students (7 artists, 3 programmers, 6 designers)

Development Time: 16 weeks

Tasks:

  • Maintained Sprint task lists and project schedule for team members
  • Created documentation for the team (Asset List and Development Plan, Game Design Doc)
  • Developed overall game design with other team leads
  • Planned and worked on in-game Matinee sequences with team members
  • Composed custom Play Soldier soundtrack and managed audio for the game

Description:

Play Soldier lets players experience blowing up childhood toys in a six year-old's imaginary city. Players cause tons of destruction while liberating their city from the evil dolls of their older sister.

The more destruction players cause, the more excited they get. More excitement means access to cool powers like smashing surrounding enemies with a toy T-Rex and firing more rockets!

Screenshots

(Click image to expand)

Image description
Image description
Image description
Image description

Elastiball

Team Role: Lead Level Designer

Engine: Unreal Tournament 3 (UDK)

Team: 7 students (3 artists, 1 programmer, 3 designers

Development Time: 8 weeks

 

Description:

Elastiball takes team sports games to a new level of excitement by introducing a fun slinging mechanic as players race to score goals!

This mod includes seven scoring areas that featured unique slinging environments.

Image description

Tasks:

  • Wrote Level Design Document to support the game's design and vision
  • Implemented a custom menu system using Kismet, Unreal Script, and Unreal's UIScene editor
  • Placed art assets within two goal scoring areas that took advantage of the game's slinging mechanic
  • Placed art assets throughout the level to create fun transitions around seven goal scoring areas
  • Communicated the game's level design during team presentations

Screenshots

(Click image to expand)

Image description
Image description
Image description
Image description

Evacuation

Game: Gears of War mod

Build Time: 8 weeks

Description:

This single player level was created as part of a directed focus study assignment over the course of eight weeks. Evacuation provides an alternate scenario for players as they escape from the Fenix Estate.

My focus for this project involved creating unique memorable experiences that culminate in a high-quality level.

Image description

Tasks:

  • Designed a complete single-player mission
  • Created 3 Matinee sequences to communicate mission goal and player progress
  • Extensive Kismet scripting to create combat encounters
  • Blocked out BSP, textured, lit, and placed gameplay meshes/assets
  • Composed 2 original piano pieces

Screenshots

(Click image to expand)

Image description
Image description
Image description
Image description

Sanction

Game: Gears of War mod

Build Time: 2 weeks

Description:

This Gears of War level features a continuous combat sequence in a single room. The action never lets up and combat flows around the room. Enemies approach from side doors, air vents, and an amergence hole.

This project was part of a two week assignment where we spent one week creating a visually polished interior space. The second week was used to add and refine gameplay to our space.

Image description

Tasks:

  • Designed a one-room combat sequence
  • Blocked out BSP, textured, lit, and placed Gears of War assets
  • Utilized Kismet scripting to create combat encounters

Screenshots

(Click image to expand)

Image description
Image description
Image description
Image description

Crossfire (DM-17)

Game: Unreal Tournament III

Build Time: 4 weeks

Description:

This multiplayer map for Unreal Tournament III demonstrates my creative re-envisioning of the classic DM-17 map mixed with the frenetic action and intense firefights from the game, Crossfire (TM Milton Bradley).

A highlight of this map allows players to launch out of custom modeled Crossfire guns as they rack up the frags. Another unique feature involves a time-triggered soundtrack that plays a snippet of the Crossfire theme song.

Once the song completes, orbs of energy fire from custom modeled Crossfire game pieces on the two lower levels of the map. This encourages player movement to the top tier or else they risk taking damage from the crossfire below (ie: the catchphrase "you'll get caught up in the...Crossfire!"

Image description

Tasks:

  • Modeled custom Crossfire pieces in 3ds Max to serve as cover and remain consistent with the theme
  • Kismet scripting for audio sequence of Crossfire theme
  • Created a map based off DM-17 to simulate an arena in space using Unreal assets
  • Lit the environment to simulate a space atmosphere
  • Utilized particle effects from Unreal to simulate a space atmosphere

Screenshots

(Click image to expand)

Image description
Image description
Image description
Image description