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 Animal Heist

This video game was developed for PC. Our team consisted of nine students from Algonquin College. The team consisted of two designers, two programmers, and four artists. I designed two out of the game's three levels, as well as most of the main mechanics as interactions. I also contributed to the development and management of the 3D assets, animations and concept art.

Animal Heist logo_Fake Moon Logo.png

Developed By:

Fake Moon Studios

Trailer

This is the most recent trailer I made for the beta version for the game.

 Screenshots

This is the introductory level I designed where many of the game's mechanics are outlined in an engaging and informative way. We built build our levels in Unity our 3D assets using 3DS Max and Substance Painter.

I also contributed to 3D modelling, painting textures, and managed the technical side of asset production. I was a liaison for artists and programmers making sure both sides were organized and accurate with their asset implementation.

Level Design

As a designer, I needed to visually represent what our mechanics would function like and in some cases how animations would look. 

There's nearly as much text as there are sketches to make it clear what every sketch is trying to convey. I presented these sketches to my team at our in-person meetings, so that I can clarify any misunderstood information.

The mechanics shown include enemy vision cones, sound interactions, jumping across gaps, and more.

 Concept  Art

As a designer, I needed to visually represent what our mechanics would function like and in some cases how animations would look. 

There's nearly as much text as there are sketches to make it clear what every sketch is trying to convey. I presented these sketches to my team at our in-person meetings, so that I can clarify any misunderstood information.

The mechanics shown include enemy vision cones, sound interactions, jumping across gaps, and more.

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