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CONNOR PETERSEN

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Come Explore

I’ve had the opportunity to work on a number of incredible projects that I’m pleased to share. Not only do I enjoy showcasing my work, but also share details about the creative process behind each project. Feel free to browse through my portfolio, and get in touch if you have a project in mind that you’d like to add a level designer to.

Welcome

PROJECTS/ EXPERIENCE

Showcase of Work

THIS LOOKS ODD ON MOBILE!

Destro Destroyer VR

Destro Destroyer is an action first-person vr game designed to have elements of Pistol Whip and a fully made FPS. Along with the partial implementation of breakable physics objects that deal damage to enemies.

The game force me to learn the difference in appearance and performance in the creation of a VR game. The biggest challenges in this project was learning the AI system and implementing performance fixes for destruction.

War of the Gods Project

Single-player Rpg. Base pitch version of a game designed to have multiple systems in place and a bare-bones UI in player view. The level was designed by me, and all assets were obtained in Epic store or created for specific use.

War of the Gods Full Pitch

War of the Gods Project

This project involved making a large open world and creating some UI to go along with the game's demonstration. As well as making the world big enough for the first scripted quest that has the locations created but not yet the programming implemented.

Custom Lyra Level

Using the FPS framework of the Lyra pack for Unreal Engine 5.1.1 I made a graybox then filled in a level for playing in. I used assets from the infinityblade packs.

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DOOM (2016 Snapmap)

I created a map using the snap map level editor to create a somewhat narrated level for the player.

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Full Video

Untitled Unity Tower Defence

Unfortunately I cannot place any details about this as I have not been given permission to disclose anything other than it is in Unity and is an Indie game.

Honorable Mentions

[The Arcadium Mobster]

The Arcadium Mobster is a large programming nightmare game idea I have created. The idea is on a customizable scale no other game has attempted before. The world has all types of people and beings that have abilities. Everyone has something about them that is different. Some people can walk through walls while others can become a giant flaming beast. The main character has the ability to take powers from others and combine them with other stored abilities. This allows for the customization of these abilities for unique gameplay. I have written more about this in the document below. An example presentation is farther down the website.

The Trenches

This is a game designed for Unreal Engine 5 that has no guns for the player to wield. Only melee weapons and gadgets can be deployed to help the player and their squad defeat the enemies in the trenches. In the GDD document below you will find details on the mechanics, informational pictures to demonstrate ideas, control schemes, scope, and further explorations into the game's ideas.

Projects
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ABOUT ME

I want to be a level designer so I can create worlds and fashion them in the way I want. This happens to be the coolest and most entertaining way to do that. 

The dream company I would want to work with is CD Projekt Red or Digital Extremes. I love the idea of working on an open-world game and creating levels. 

About Me

SKILLS AND HOBBIES

Skills-

 

  • C++

  • Notepad ++

  • Familiar with movements needed for physically based VR games

  • Thousands of hours in VR

  • Windows Powershell

  • Axure

  • Wix website maker

  • HTML

  • Proficient in Google Docs, Slides, and Sheets

  • Lifetime IOS user

  • Lifetime Windows user/ settings geni

  • 2 Years of level creation in Unreal 4.27-5.1.1

  • Basic use of blueprint for Unreal Engine 4.27-5.1.1

  • 1 year Unity version 2019- present

 

Hobbies- Playing video games is just as important as making them. I really enjoy the immersion in a game as well as analyzing environment details like prints in the snow and variations on intricate objects. If a level doesn't incorporate mechanics to be used later on then it isn't a level at all.

Community Statement

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EDUCATION

Witchita State University (WSU Tech) 

At WSU Tech I earned my degree in Information Technology Systems. I was also able to do an internship with the school to set up multiple systems including multiple servers and entire computer classrooms. (set up and install many computers). I achieved a degree with a GPA of 3.4.

University of Advancing Technology UAT

My Game Design Degree (Graduated Suma Cum Lade) 4.0

Here I earned my Bachelor's in Game Design I am a level designer with some experience in Ui and character development and quest writing. I also interned for a company creating asset levels and the basics of design-type programming for them. In the school, we also have a class called Production Studio where you work on an Indie game that could be by the design of a student or someone wanting to train up some students. I did my semesters in Unity-level designing with limited art. However I know have over a year of experience in Unity and 2 years of experience in Unreal Engine.

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Education
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Sip project Hunt Mechanic

The Hunt mechanic lets players gain abilities and powers allowing for near infinite abilities and customizations to their character.

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The Arcadium Mobster

Hunt Mechanic

Student Innovation Project (SIP) 

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A SIP is a project students must complete over multiple semesters in order to graduate with a Bachelor's or higher. Students must create an idea that is then judged to see if it is innovative then they must make a playable prototype to demonstrate the idea.

The mechanic I propose allows the player to acquire new abilities that can then be used to do one of three things Dissolve the ability for attributes (which allows the increasing of stats for one ability), combine them, or simply keep the ability to use immediately. The ability can be anything from seeing thermal to having traits of a lizardman. 

It is far more fun than a skill tree because you can create entirely new abilities. If someone mixes a poison cloud ability with blowing wind you could get a mutation that allows the player to become a toxic cloud and move around as if they became gas or an entirely new attack.

 

Upon gaining an ability you can then do one of three things.

 

Dissolve- Attributes come out of this in various ways, you can get one of a few things a mutation element, damage element, or attribute element.

 

Combine- This picks attributes to combine with another ability which could be damage types, or it could then create an entirely new ability. Meaning this combines aspects of the two abilities to generate a new one.

 

Keep- You decide to keep the ability to use it as-is or combine it with another ability later.

 

A more unique example could be gaining the ability to move underground in the map or the ability to cause an explosion at previously touched places.

Boards

Objectives

1. Prototype and complete original games for multiple platforms following the full game production pipeline.

2. Create and implement game elements, systems, and play mechanics using industry-standard tools, techniques, and production methods, including art or scripting/ programming applications.

3. Demonstrate effective game design practices and techniques within the project scope and context such as genre, style, platform, and audience.

4. Demonstrate the ability to evaluate game designs for a variety of gameplay mechanics, game applications, and game genres.

5. Effectively articulate game design elements and mechanics across disciplines utilizing written and verbal communication skills.

6. Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

Boards
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Virtual Reality Game

Destro Destroyer

I have created a game made for Virtual Reality using Unreal Engine 5.1. This can be played using a VR headset.

Objective 1

Prototype and complete original games for multiple platforms following the full game production pipeline.

Reign and Rebellion

I made two levels for RNR using the Unity game engine.

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Ship It

Ship it is a board game made to experience the problems with moving a product during the investigation of the new world and the plundering of its resources.

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War of the Gods Err Argg

I did a lot of custom programming for my project in Unreal for War of the Gods an idea I wrote a lot of dialogue and background lore. I made a custom sound effect to play for zombies in an area off the spawn and created a vfx time-based blueprint to activate on a radius that lets the player find the kingdom in the open world.

Objective 2

Create and implement game elements,

systems, and play mechanics using industry-standard tools, techniques, and production methods, including art or scripting/programming applications.

Hunt Mechanic (SIP)

I needed a projectile system to demonstrate the idea of ability changing and usage so I programmed it to key binds, I needed an AI that shot their own projectile and would attack the player with it.

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Destro Destroyer

I needed an extra mechanic to do with destruction so I used the fracture system and then made it a blueprint adding it to the melee system so on fracture from impact it deals damage to enemies. I also created custom red fading lights to add to the ambiance of the final area in the level.

Halo Infinite Retry Level

Below I have the paper map of the level followed by the final version of the level in the editor.

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Objective 3

Demonstrate effective game design

practices and techniques within the project

scope and context such as genre, style,

platform, and audience.

Topdown Diffusal

Game where you need to disarm a bomb by solving riddles.

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PostMortem

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Lyra Post Production and Final Project

Below i have the gray boxed level followed by the final finished version of the level.

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LyraPostmortem

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Fix the worst UI

Assignment in GAA360 a UI making class where I went over some bad game UI and how to fix it.

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Objective 4

Demonstrate the ability to evaluate game designs for a variety of gameplay mechanics, game applications, and game genres.

Munchkins Chance for Skill

In critical game studies we had to go over a game and after understanding the rules add more rules to the theme of the game. Below is the document for the board game Munchkins.

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Robo Recall (Rethingking Death)

Assignment to rethink the death mechanic so players still get to play. But it still needed to work with the games ideas.

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Arcadium Mobster

This is a game set to be made in Unreal Engine 5 that allows players the freedom to explore the world and gain as many abilities as they want. In the GDD document below you will find many details on the story, mechanics, control schemes, and the production estimate for the game's demo product to be created.

Objective 5

Effectively articulate game design elements

and mechanics across disciplines utilizing

written and verbal communication skills.

Demonstrate effective game design

practices and techniques within the project

scope and context such as genre, style,

platform, and audience.

Destro Destroyer

In the game, I created multiple documents to describe the game and its mechanics. The document above this is the short mechanics list the one below is the full basic GDD.

The Trenches

This is a game designed for Unreal Engine 5 that has no guns for the player to wield. Only melee weapons and gadgets can be deployed to help the player and their squad defeat the enemies in the trenches. In the GDD document below you will find details on the mechanics, informational pictures to demonstrate ideas, control schemes, scope, and further explorations into the game's ideas.

Reign and Rebellion (RNR)

Below is a Trello board for the current RNR team. They continued a semester after my time with the production studio was over. So some of the tasks are odd. However, each list that has "cp" was to be done by me originally. Usually, it was the level design or checking documentation.

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Objective 6

Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

Deceptive Turtle (Game Jam)

Below is a gif of the main menu I created. I worked with multiple people which are listed after visiting the link in the document below.

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Doom 2016 Snapmap

I created a level for the level design class using the level editor called Snapmap in Doom. Below are a few example pictures of the project as well as a how-to video demonstrating basic programing and enemy placement.

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Contact me!
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GET IN TOUCH

WorkWork Email:Work Email: ConnorPetersen814@gmail.com

Moblile Phone: 555-555-5555

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