My Projects

  • cyber.EXEcution

    Table of Contents Introduction About The Game cyber.EXEcution is a fast-paced first-person shooter game set in a fragmented digital realm where chaos reigns supreme. Developed by Team Scarlet Retina, it’s a brutal dive into glitchy environments and relentless combat. The player must utilize fluid movement and deadly precision to make it through 3 chaotic levels

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  • Dreamscape Hotel Post Mortem

    Table of Contents Overview Project Breakdown Skills Used Level Story The player wakes up in a strange hotel, and soon comes to find out that they are in a dream. The player must explore the hotel and find a way to wake themselves up. As they explore, they find subliminal messages left behind from other

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  • Dreamscape Hotel Mechanics

    With the gameplay and mechanics being implemented into the Dreamscape Hotel level, I figured I would further break down how the mechanics function and dive into the code behind them! Below are a few short videos covering the five custom mechanics within the level. Portal Doors Count Sheep Subliminal Messages / Interactable Objects Internal Dialogue

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  • Dreamscape Hotel Gameplay

    With the blockmesh for the Dreamscape Hotel being finished last week, I was able to focus on gameplay and mechanics this week. The main mechanics that I focused on implementing were the portal doors, “counting sheep”, subliminal messages, and internal dialogue. Portal Doors With this mechanic being the center level mechanic, I chose to focus

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  • Dreamscape Hotel Blockmesh

    This is my Dreamscape Hotel Level. Last week, I conceptualized the design in a document and this week I worked on blockmeshing the entire level out. I go over the level blockmesh in the above presentation video. In this level, the player will awaken in their hotel room. They’ll soon realize that they are in

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  • Tile-Based Game (Tournamental)

    This month I was able to work on a tile-based game called tournamental. The month was split up into weekly sprints in which I focused on different aspects of development. The overall objective of the sprints was to implement new mechanics into the game, and make levels based off of the usage of those mechanics.

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  • Adventure Project – Postmortem

    This month, I had the opportunity to collaborate on an extensive team project, building upon the level design principles I acquired in the previous month. Additionally, I was able to enhance my blockmesh design skills and transform it into a finalized game version. While team collaboration can sometimes pose challenges, I was eager to engage

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  • First Blockmesh

    In my first level design class, I learned the concept of blockmesh, otherwise referred to as blockout or greyboxing. My first blockmesh, I was given a selection of images and I chose an abandoned factory, so I create a blockmesh based off the image. Below you can see the result of my blockmesh. I tried

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  • Unreal Engine First Project (Level Design)

    The first assignment I ever had in Unreal Engine was to replicating a level/area from any video game. This was my interpretation and attempt at replicating the interrogation room from Call of Duty: Black Ops 1 (Included as the final image). It definitely is not perfect, but it was my first time within Unreal Engine

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  • Club Ice

    I was a very avid Roblox player during my childhood and even went as far as try to make games on the platform. I decided to make a virtual hangout, Club Ice, with a few friends. Now, it may not be very impressive, but it was 2015 Roblox so graphical capabilities weren’t too high. I

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I’d love to connect!

jessealdredge@jaldredge.com
(951)-348-1393