December 6, 2010
Hi, and welcome to my complete portfolio! Below, you’ll find everything in my portfolio, in one place – it’s easy to browse, but remember, EVERYTHING is in here. If you want to check out my portfolio with more focus, just check out the specific categories via the buttons on the right, or the direct links on the Mobile Site Links page in the header above!
Thanks very much,
June 16, 2010
I’ve posted a few examples of my Kismet usage – I’ve used it for player tracking, cinematic setup with up to 10+ camera tracks, and bot scripting as well. Below are the examples, and anyone familiar with Kismet will see exactly what I was going for with these examples!
Some bot patrol pathing
Combat situation setups
Using Kismet for cinematics
June 14, 2010
Tasked with creating a mission-based level, my design focused more on the story and cyclical progression of the player through the level to accomplish tasks and revisit certain parts of the area. In that, the ‘U District’ is a close, compacted area filled with places for the player to visit and gain information, close enough that revisiting an area isn’t a burden on the players’ time.
The level was designed in Google Sketchup, as it was primarily a pre-concept for a storytelling vehicle, with the level design catering to the needs of the player in context of the story progression.
Download the full pictorial walk-through here
A coffee shop, used to practice investigation techniques, and a hub for the book-based puzzles in the level
Overview of the community park, looking out on the city. Park allowed for a side-mission (chess) that could unlock further content in the school library
The University. At the end of a series of bookstores and curio shops, the U District is shadowed by this old school
June 14, 2010
In WaspsNest, my classmate Malcolm and I were challenged to design a map that would accommodate 18-20 players, and make it pop with some ‘wow’ factor. We took the tack of creating something claustrophobic, with tight passages for close combat, hidden passages for weapon refreshes, and a big, open centre area that allowed for high-powered gunfights, with the ever-present threat of the lava pit that kept the room well-lit.
My role on the project was pre-concept, then lighting, decoration, and paper map overview. The lighting scheme was to have Blue/Red bases designated by the lighting, allowing the player a visual cue that kept them in the game, even if the terrain was laid out to specifically cause chaos during the flag take/return portion of the game.
WaspsNest technical overview
In-Editor overview of WaspsNest being built
Close combat area in the Blue Base
The open centre area. The bridge offers a sniper rifle drop to the very brave
A side passage in the Red Base, leading to an ammo refresh area
June 8, 2010
Get the game here!
Download the Game Design Document (written and compiled by myself and my team)
Download the Project Document (written and maintained by myself throughout the project)
‘ONO (Ojiisan no Origami)’ was my final project with my group at Vancouver Film School. On ONO, I was the Project Manager, Story & Character designer, and a world texture artist.
With ONO, we were really trying to achieve a feel of ‘creation over destruction’, and instituted that through the background of the lead character, Oji, being an origami master in life, returned to find his missing grandson in North America. Through the use of origami shapes as navigational and interactive tools, the player makes their way through an alien, cardboard world to achieve their goals, using either simple keyboard or Xbox 360 controls.
ONO was important to me because it allowed me to not only manage a larger-scale project within a short timeline (we had 12 weeks to complete ONO), but it also gave me the opportunity to work with a group and negotiate story, gameplay, and art style into one cohesive package. My group and I worked long and hard on this title, and I am extremely proud of not only the game itself, and the groups’ work, but my own dedication to maintaining scope and vision throughout. I consider myself very lucky to have worked on a project that I can call a complete game, and one that I feel is bettered for the group ability to not only adhere to schedule and scope, but maintain a high level of quality throughout the production cycle.
Please, hit the link below, grab the game, and throw me some feedback! Looking forward to hearing from you,
May 7, 2010
The trailer for EA Sports’ ‘Fight Night 2004’, with audio done completely from scratch by myself.
May 1, 2010
Attached, please find my CV in both Adobe PDF and Microsoft Word formats, for your convenience!
Gord Cooper CV (PDF)
Gord Cooper CV (DOC)