Striking Aeternus
June 2013 – September 2013

Student Final Project.
Game Designer.

This was a student final project that was developed by a team of seasoned and talented designers. We went through four months of development going from the planning process all the way through to a portfolio finish. Striking Aeternus challenges the player’s mind and ability to solve complex situations. Our feature mechanic is the ability for the player to shift between alternate time periods, the player must use this ability to complete challenges and pass through obstacles.

May 2012 – June 2012

Level Design II Team Project.
Lead Level Designer.

Final Release Version of Ruin_ed

This was the first time Full Sail students were placed into groups to work with the Unreal Development Kit. Our team was to develop a few different types of encounters for the player to experience. I went through a few iterations of the level’s design and environment. I am very proud of the castle that I built within the world. I was also very proud with how well we populated the world making it look lush and alive with sounds and organic level design.

This was a fun project to work on but it wasn’t without its challenges. As online students working on group projects we’ve learned from first hand experience that it is important to plan and communicate with everyone on the team. It’s also important to set up and respect boundaries of specific roles. We also learned it is important to set up proper conventions for streaming levels. Had we set up our streaming levels in a more traditional way we could have avoided some problems that arose during development.

Check out the level’s evolution over the course of development.


  • Global Game Jam 2012 – January 27, 2012 to January 29, 2012
Team Members: David RogersJeffery SventoraZane Pickett, Rob Stewart, Jairo SanchezKurt Brunus, William Hannah, Landon Barrow, Nate Rios

A fun game that a group of Full Sail game development students created for the 2012 Global Game Jam. This game features easy accessibility and low difficulty threshold. We all had a fun time on the project we had great team chemistry and good communication. We hope to work with each other again in the future.

Borne was developed using XNA Game Studio 4.0 for Windows PC and Windows Phone.

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