Projects

*Please note, this page is in progress

Pictures, videos, and more information are available upon request.

———————————————————————

The Crevices — 2012 [WIP]

Players must find out what has happened to the missing hunter’s wife. The quest leads players to an unknown cave in the mountains near Dawnstar that locals have called The Crevices. The goal is to create a level that evokes feelings of claustrophobia, fear, and disorientation. It is also an experiment in creating an overly large, challenging maze while still maintaining some sense of accessibility. I want the player to feel as though they are truly discovering a place that hasn’t been tread often before.

Currently creating the first third of the level. Characters, AI packages, and rough drafts of dialogue have been completed.

Adding Actors and Clutter to Level

It's a pretty ambitious level, scale-wise

INTO THE DARKNESS — 2011

Created this game with Casey Wong for our CTIN 484/489: Intermediate Game Development and Design class. Players are trapped in a pitch-black space and must use luminescent paint to not only find their way out, but to also avoid traps and deadly pitfalls. They must also contend with the creature that occupies the same space as them–if they are idle for too long or take one misstep, the creature will attack and kill the player. Unity3D prototype/proof of concept.

POLITICS — 2010

Board game created with three other group members. Politics is a fast-talking board game in which four players, in a bid for the presidency, must quickly establish a solid platform for themselves while discrediting their opponents. Of course, other candidates can return the slanderous favor! Players must endorse, defame, or ignore their fellow candidates at the end of each round, determining who the next president–and the winner–will be.

Game Cards

Politics: The Game

Pieces for Politics!

The Voting Pieces

COP BLOCK — 2010

Board game created with three other group members for CTIN 488: Introduction to Game Design. Three thieves must try and outwit the cop and capture the three jewels. The cop must capture the thieves by blocking them with Lego pieces before the jewels are gone. Fast, frenetic, and fun. Anyone can play, so long as they have some Lego blocks and characters!

Cop Block Rule Book

LIT — 2010

Lit was a quick digital prototype done in Unity3D. Players were trapped in a maze of dark corridors and must find a source of light. However, if they find too many sources, they are blinded and cannot find the exit. Emphasizes a careful balancing act by the player.

INTERFACE DESIGN FOR V FOR VENDETTA GAME — 2010

Created a wireframe interface for my User Interface class. The UI serves a first-person action-adventure game ala Elder Scrolls. Praised for correctly bringing in the feel of V for Vendetta. Available upon request.

INTERFACE DESIGN FOR SUSHI ADVENTURE! GAME — 2010

Created an interface for my User Interface class. The UI serves an app game for the iPhone. Features bright, colorful graphics and a simple yet informative and aesthetically pleasing UI. Available upon request.

COPS ‘N ROBBERS BOARD GAME Rapid Prototype — 2009

Rapid paper prototype of a game design document featuring a strategic game of multiplayer capture the flag. There are two modes during play: strategic mode and action mode. Blends together turn-based strategy with real-time action.

The Heroine’s Journey — 2008

My second modification for the Elder Scrolls IV: Oblivion utilized a compact version of Joseph Campbell’s The Hero’s Journey, with my own twists. This was part of my final project for senior year in high school. The topic was Women in Video Games, an in-depth discussion about the status of women in the industry through the years, women in the fanbase, controversies, and the future for women wishing to pursue a career in games. This game was a look into the archetypes of video game storytelling–as well as its norms, its motifs, and its themes–and how they are or are not gender-biased. The topic won first place. I created new textures, UV maps, characters, areas, world spaces, and did all scripting, allocation and changing of behavior packages, dialogue and quest creation, and journal tracking. Mod available upon request, ES IV: Oblivion required.

The Opera Garnier — 2007
This was my first large scale modification for the Elder Scrolls IV: Oblivion. It was also a Christmas present for my sister. Using existing architecture, I created an exterior and interior that was meant to resemble the Opera Garnier. In there, players took part in a twenty minute journey of Andrew Lloyd Webber’s storyline for  The Phantom of the Opera. I created new meshes, textures, UV maps, characters, and areas. I also did all scripting, allocation and changing of behavior packages, dialogue and quest creation, and journal tracking.

JOHNNY — 2007

I created a short side-scrolling platformer at the UCLA D|MA Summer Institute in one week using a provided engine in Flash. I created the art, applied sound and music, and modified the code of the engine.It was featured as one of the best for that week’s summer session.

Johnny is a tale of a father on a short journey to find his son. He battles through forests and cities against the bad guys holding his son for ransom. While it’s definitely not the pinnacle of storytelling and narrative, the programming and level design concepts we learned in that one week are all in there.

http://classes.design.ucla.edu/si/07/game_design/week1/Michelle_Estrada/student.html

%d bloggers like this: