Independent Work

Welcome to my website! Below is a collection of work that I have produced in my own time. This collection includes both full games that I have developed from scratch, as well as levels that I have built for games published by other studios. Be sure to check out my collaborative work, too!

Andrew Hill
andrew@vertexmason.com


SGE - SwinGame 2d Tile Editor (Download)
 

I have recently commenced studying a Bachelor of Computer Science at Swinburne and since I have a background in level design, I decided to create a tile-based editor for my Intro to Programming unit's custom program distinction task.

The editor was written in Pascal and utilises Swinburne's SwinGame library. It supports placing and removal of tiles, layers, saving / loading, and can display useful information such as collision and bounding boxes.

As this exercise wasn't intended to show off my art skills, I included the forest tileset from Castlevania 2 - Simon's Quest to demonstrate how the editor palette works.

 

SG3D - SwinGame 3d Editor (Download)
 

This is a custom program that I wrote for Swinburne's Object Oriented Programming unit. It utilises a 3d coordinate system and can be used to place and manipulate simple primatives from different XYZ views. The initial intention was that this program could function as a level editor for CSG/BSP based games, although it didn't quite make it to that stage.

The perspective view is not implemented but the program can export the 3d data to OBJ format which can be read by the majority of 3d modelling tools.

 

Cyborbs - Unity 3D Project (Android), (iOS)
 

Cyborbs is a simple game that I developed in around 2 weeks which involves smashing as many robotic bouncy balls as you can before the metre runs dry. The player is awarded 1 point for each Cyborb smashed, as well as a small top up to the metre which will allow them to keep the game running for longer. In addition, the Cyborbs will occasionally drop a cell pickup which will offer a much greater replenishment.

Google Play Services and Game Center have been integrated to support leaderboards and achievements. The game was developed with Unity.




 

Abbott VS Rudd - Unity 3D Project (Android), (iOS)
 
Abbott VS Rudd is a topical app that I developed for the 2013 Australian election. It allows you to throw a variety of objects at the two politicians and keeps track of your score on the Geosophic leaderboards.

One of the more interesting features of Abbott VS Rudd is that it doubles as an opinion poll, giving an insight into the voting preferences of mobile app users in Australia.

Prior to the election, it had reached no.1 on the Australian App Store and collated 97,722 votes.

Abbott VS Rudd is available for both Android and iOS. It was developed in Unity and scripted with the playMaker plugin. The art was created with Blender, Zbrush and Photoshop.




Development Information:
Status: Complete
Date of Release:
17th July 2013
Platform: Android, iOS
Game Engine: Unity
Tools Used: Unity, Blender, Photoshop, Zbrush

 

Zombonic - Unity 3D Project (Android), (iOS)
 
This is a project that I built from scratch using the Unity Engine. The art was created using Blender, Zbrush and Photoshop. I wrote the music in LMMS.

The aim of the game is to hold off an undead horde for as long as possible; once they get you, it's all over! The zombies will get faster, spawn more frequently and in greater numbers after every passing minute.

Zombonic includes a variety of levels, several of which are unlocked once the player accumulates a high enough score.

As with Abbott VS Rudd, scores are recorded on a Geosophic leaderboard, allowing players to compete with other gamers around the world.

Zombonic is the first game that I released under the developer name Mesmer Mobile. It is available for both Android and iOS.




Development Information:
Status: Released / Ongoing
Date of Release:
29th September 2012
Platform: Android, iOS
Game Engine: Unity
Tools Used: Unity, Blender, Photoshop, Zbrush

 

Aetherdale - Unreal Tournament 3 Level (Download CTF Version), (Download DM Version)
 
Aetherdale is a dual purpose Capture the Flag and Deathmatch map. It needed to be suitable for both game types, so it couldn't be too blatently symetrical for Deathmatch, nor too lopsided for Capture the Flag. The level was modelled in 3DS Max and mapped with UT3 textures. It is also decorated with many of the foliage and rocks included with the game.

Development Information:
Status: Complete
Date of Release:
27th October 2010
Game Engine: Unreal Tournament 3 - Unreal Engine 3
Level Type: Capture The Flag / Deathmatch
Tools Used: Unreal Editor 3, 3ds Max, Photoshop

 

Serengrove - Doom 3 Level (Download)
 

Serengrove is a single player map for Doom 3. I wanted to create something unlike anything that would be found in the original game, so I decided to do something with a medieval / tudor theme. The level is designed as if it were part of a series of levels and includes a simple objective driven narrative. The level is constructed primarilly from BSP brushes, with additional props being modelled in 3DS Max. Many of the textures are from Doom 3 (mostly the Hell levels) but because the game is futuristic, I also had to create many of my own textures.


Development Information:
Status: Complete
Date of Release:
2nd December 2007
Game Engine: Doom 3 - id Tech 4
Level Type: Single Player
Tools Used: DoomEdit (Radiant), 3ds Max, Photoshop, Zbrush