My Portfolio


John Tearpock

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The Lost Prison

Basic Info

Capstone Project
Unity & C#
Team Size: 3
Duration: ~4 months | 2021

Trailer for my team’s game project, The Lost Prison
  • Designed & implemented a dynamic system of interactable doors & locks
  • Designed easily customizable Enemy AI combat behavior
  • Created the system to dynamically change music tracks based on combat status
  • Implemented Lock-On System for both Camera and Throwable Objects
  • Adapted checkpoint system into fast travel & level select systems

SCRAPS

Basic Info

School Project
Unity & C#
Team Size: Solo
Duration: ~2 months | 2020

My section of the project is from 0:11 – 2:39 in the video. The video is of the entire completed project.

For this project we were given part of a game: Player character, movement, base gameplay mechanic, and lore. We were tasked with creating a level and at least 1 new mechanic that fit the existing game.

We were split into groups and independently made our own levels plus a connecting area between our level and the next person’s level to make the “final game” as it were. My work was done entirely solo.

  • Designed and built a level from graybox through to final art pass
  • Used design principles such as color, light, and leading lines to guide the player through my level
  • Designed & implemented unique mechanics that fit thematically into an existing game’s framework
  • Imported or created art assets & decorated the entire level
  • Designed & built transitional area from my level to teammate’s level

Marble Run

Basic Info

Personal Project

Unreal 5 & Blueprints
Team Size: Solo
2023

Playlist showcasing each set of levels I created for this project. Use the Playlist icon on the player to choose which video to view.

This project started as a tutorial to learn Unreal. Following along with that I created the basic gameplay of manipulating the floor to roll the ball. From there I expanded on to it by adding new mechanics & creating levels around those mechanics.

  • Created levels that introduced & taught new mechanics to players
    • Focused on creating a smooth difficulty curve in each zone
    • Combined mechanics in interesting ways
    • Prioritized user experience & level readability
    • Designed with intent
  • Iterated on level designs from paper design to final design
  • Iterated on my design & implementation processes to improve workflow

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