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Full Sail

While working on Cattle Battle I took the role of Asset Lead. I was in charge of scheduling when we needed our assets done and making sure our art team knew exactly what we needed. It was my job to take the team’s creative expectations and relay them to the asset team. During the documentation phase of the game I was largely involved in the creation of the design doc. I was always at the side of our project manager pitching him ideas and helping word all the ideas thrown in by other team members. I had a lot of input in the following areas of the design documentation: the mission statement, when things go wrong, decision making process, high concept, the dust jacket story, interactivity, and interface. I also wrote the game story, made the flow charts, came up with the idea for the udder thruster power up, and made the ‘pie crust’ for all the weapons and then the team helped fill them in with things like rate of fire, damage, and so on.

In the Tech Document for Cattle Battle I was in charge of completing the comments section, game folder hierarchy, and system architecture. Of course all the team members went back and read over each section that anyone worked on to make sure we agreed with what was written. While developing Cattle Battle I was mainly in charge of the user interface and front end system. I created all the menu system graphics and heads up display graphics using Photoshop and worked on a couple models and textures using Maya. When the art was finished I then put it into the game. Using C++ I developed a profile selection and entry system, the games menu system, the heads up display, post game scoring report, and other basic gameplay aspects of Cattle Battle. Besides picking a level and other game setup items, the menu included an options section which let the user change music volume, sfx volume, mouse sensitivity, and gamma value. The menu also has an awards section to show all the stats the player has acquired during play and any medals he or she has won.


A project I helped make in my Structure of Game Production class. I was in a group with three other students. We had to come up with our own game idea, spend one month doing documentation on it, and then one month coding it. We made a beatem’ up shootem’ up type game. We had four characters to choose from each with their own level and mini boss. I was in charge of on character and level and the menu and HUD system. The game was made using DirectX.

A project I made in two weeks for my Structure of Game Design class using DirectX. It is a simple shootem’ up game where you play as Master Chief from Bungies’ game Halo. There are three screens with a state driven boss on the third screen. You are able to use the Battle Rifle, Plasma Rifle, or Rocket Launcher to fight your way through the game.

We had three or four days to come up with and design a level for Unreal Tournament 2004. We used unrealEd to create the level. The level includes emitters, terrain, lights, weapon placement, ammo placement, health/shield placement, flags for capture the flag, and more. At the time there are no bot paths but I plan on adding that soon.

This project was done during my OpenGL class. I built the level and textured the objects using OpengGL. I also added fog and it implemented my own camera system that I developed.

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