This is a handy, and simple password generator that I had made, and it served as an introduction to using javascript. Nothing too seriously exciting, but it works, and it is also presentable.
A daily planner that keeps track of the current time, and helps the user plan their work day. I decided that I wanted to spice up this project, by also playing around with borders and hover events, to give the overall project a sort of 1960s, comic book look that really has a nice pop to it. Even if the colors are a little garish at times.
A project that was made in conjuction with a small group. This application takes a song that the user can input, using artist name and song name, and generate a set of lyrics, along with translating them into a few other languages. I was the individual in charge of setting up the overall look of the page, which was an undertaking in its own right, with so many changes being placed on it throughout the development process. In hindsight, perhaps the website could have gone with a little bit more of a professional tone. As the garish colors really don't look all that great all things considered, even if it was my first REAL attempt at diving into css, and html coding.
Another project that was made in conjuction with a small group. This application in particular is supposed to be a sort of database in which users can submit links to tutorial videos and articles, along with vote on other tutorials. Getting the database was perhaps one of the hardest aspects behind the project, aside from perhaps a bit of communication between the back-end, and front end team, leading to an unfortunate amount of wasted time. In the end, the project turned out alright, however it did end up missing a lot of features that we wanted to implement when we initially created it, which was a bit of a dissapointment.
Should we continue to improve on the project, it would perhaps be in our best interests to make sure we link proper articles, along with including a bonafide authentication system to check if the article is a legitamate article, along with check if the user had already voted. Additionally, it would certainly be an improvement if users were allowed to log in, but all of these features depends if the rest of the group is willing to continue work on the project.
My main contributions for this particular application, was helping with getting the databases set up, though I will admit that towards the end, I ended up being the guy responsible for also properly deploying the application as well. I'm also responsible for home page's look, so at least we get some style points for the base looks. If it were up to be, we would have continued with the darker color style throughout the entire website, as bright colors burn my retinas.
Believe it or not, I'm actually quite the budding level designer, so I thought I'd also share a fair bit of my work in this aspect as well, since it showcases what I am capable of in terms of design.
For those whom it may concern, a majority of these maps had been constructed for "Quake", and you can easily find links to most of my works below for free on Quaddicted, with the exception of my work for Graven. You have to pay 3D Realms for that one.
Below, I have included a collection of some of the mapping projects I have participated in, and whenever possible, I have also included a link for you to check it out, in case you are curious about it.
This is the exterior of my first map, and it was built over the course of perhaps four to five months. Drawing heavy inspiration from the temples found in Abu Simbel, This map boasts tremendious egyptian scale to create a formidable fascade that serves as an imposing introduction to the map for the player, giving them a sense of overall location.
I had selected the egyptian style of design, as I've always held a sort of love for ancient egyptian culture, hailing from my obsession with egyptian themed pulp stories written and or set in the 1920s and 1930s. These types of stories always held a sort of sense of raw exploration that I just couldn't get enough of, so it shouldn't be too much of a surprise that these influences are starting to show up in my work, well into adulthood.
The second image is the interior of the great tomb that serves as the focal point for the map. Unlike the exterior, which drew heavily inspiration from an actual egyptian monument in Abu Simbel, the interior is more of a fantasy interpretation of it. Despite not being based on anything "real", it is using design techniques and architectural flourishes that are found within ancient egyptian architecture, such as the iconic antichamber. Along with the tomb of the supposed Pharoah whom this tomb was allegedly built for, which delighted the many players who had played this, as the walls made of solid gold, illuminated by the faint glow of the torches gave it an overall illusitrious look that made players feel like they had found a true treasure trove.
An interesting speed map I had once thrown together, focusing on having the player climb a mountain with a very japanese looking temple. If I am going to be perfectly honest, this map is heavily inspired by the Shinobi game series.
A Lovecraftian themed Quake map, set in the sunken city of R'lyeh. This map is by far one of my favorites to make, as it has a serious amount of verticality, along with the fake 3d background that really gives it a sense of scale.
Another one of my favorite maps, this one being a MASSIVE machine that the player has to run and gun through. It has a TON of inspiration from various horror movies and games, including Silent Hill, and it has a really nice balance between tight corridors, and vastly opened spaces.
Compaired to a very large selection of maps I had constructed in the past, the atmosphere in this one is probably among my favorites, as it very tense.
What does this machine do?
This was an unfinished map scrap I had tossed together for the Quake X-Mas mapping jam back in 2019, but unfortunately ran into shortages on personal time, and had to set the project aside.
Perhaps one day, I'll finish it, as it is somewhat close to being finished. Though if I do, I am certainly going to complete it without the imposed limitations of being a certain size, like how the initial mapping jam had imposed.
This is an interesting map, as it was really more of an experiment with gothic architecture if anything, but despite it being more of a practice map, the end results do look quite nice. I'd love to add more to it some day, but since it is no where near being completed, I'll just wait until I have the time to get around to it.
Ah well, at the very least, at least the initial blockout is a sight to behold, even as poorly optimized as it is.
This is my submission for the 2019, annual Halloween jam for Quake 1. While not the most varied in terms of encounters, the reception for it has been overall quite positive.
The map itself is an old farm house set sometime in the early 20th century, with the central theme built around the player investigating it, in order to find a phone following a car crash.
Naturally, things to not go entirely to plan, as spooky shenanagins toss a wrench into the works, forcing the player to deal with all sorts of unpleasant monstrosities along the way.
In terms of design for this map, the layout is honestly quite simple and open ended. The player can accomplish any of the significant tasks in any order that they'd like, however the difficult does favor a particular way of going about it, which I wanted to address and ultimately fix in a potential remaster of this map. as far as most things are concerned however, this map was quite a popular one in the jam, and many folks appreciated both the amount of detailing present in it, along with the many nods to various horror movies found within it.
A vaporwave themed map for Malice. This map has a focus on platforming in a surreal 1990s internet themed landscape, tinged in irony.
A Malice themed remix of a Quake 1 classic, this deathmatch map is twice the size of the original, with TONS of paths for players to take to try and out flank eachother in this rather tightly designed map. Looking back at it, I definitely should have spread out the weapons and items a bit more, or at the very least, should have made the better items a tad harder to aquire, as it is a tad too easy for one player to deny the other from getting them.
A Malice map set inside of a cyberpunk themed nightclub. I'm sort of popular for this map I guess, as this was the map that introduced Malice to a large portion of quake player, since it was the only modern map constructed for malice when it was released. I had selected Malice specifically for the reason that it just wasn't getting any love from other mappers, and was commonly dismissed as "having poor level design", therefore leading me to wonder what a malice map would look and play like, when it is using modern mapping techniques. The end result was overall quite well receieved, despite the minor bugs found in the nearly 22 year old mod that is running it.