John Flanagan
    Level Designer

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Out Of The Blue (Unreal Engine)

Out Of The Blue, is my first Unreal personal project and current work in progress as I continue to learn Unreal Engine. It is an island-based, open world exploration adventure game featuring lost treasure hunts, both on land and in the deep sea. This enticing but formidable tropical paradise, once a secretive port for treasure fleet shipping voyages, holds the clues to unearthing numerous valuable artifacts in the region which have been missing for centuries.

Out Of The Blue game envionment




Office / Base Of Operations (Unreal Engine)

Out Of The Blue needed a kind of base of operations office location where the player can research sites and plan the next excursion. The space needed to convey a sense of lived-in professionalism accompanied by archaic books, maps, and high-value relics strewn about, while also seeming cluttered and disorganized, hinting at the main character's unmotivated lifestyle and desperate need for an assignment. I applied what I've learned about setting up an interior environment and creating realistic lighting that flows through the locale, while keeping in mind the design of aesthetically pleasing model arrangements from multiple view angles.

Out Of The Blue game office envionment




Office / Base Of Operations Night Scene (Unreal Engine)

I altered the office scene to experiment with a nighttime lighting transformation. I ventured into volumetric lighting and fog systems for this example, which really helps the assorted spot lights and moon glow emerge to create a smoky theatrical effect over the area.

Out Of The Blue game office nighttime envionment




Mage Horde (Unreal Engine)

Mage Horde, is a top-down melee/magic survival game based on an Unreal Engine course taken at: Udemy

This comprehensive course provided my introduction to Unreal Engine 4 where I learned how to create landscapes, blueprints/game logic, materials, animations, lighting/post-processing, and enemy AI spawning & attacking among a slew of other useful techniques.

Mage Horde game envionment




Obie (C# Unity)

Obie, a once promising young golf ball, had been inexplicably shanked off the tee in a long ago golf match where by some cosmic mystical occurrence, awakens confused and scared. Able to shake free from the mud and debris, Obie finds that it is capable of controlling its own momentum and flight, if by a limited amount. This game follows the perilous journey through the most uninhabitable of places designed to showcase AI state machine algorithms for pathfinding, chasing and evading, and changing positions on cartesian coordinate systems.




Die Nasty (C# Unity)

Die Nasty is a third-person, beat-em-up game in a medieval environment developed to showcase skills in simple AI programming and game physics with the Unity3D engine. Die Nasty was developed by myself and a classmate in Fall 2016.




Gotta Get Up (Python, Pygame)

Gotta Get Up was the first game I've ever made. Created in Python and using the Pygame libraries, this project was inspired by my love of classic album covers and playing guitar.

The game is a side-scrolling action platformer where the player controls a guitarist who has overslept and must quickly navigate a dangerous path to get to the show on time. It will feature a bit of tricky platform jumping and collecting guitar parts in order to be allowed entry into the venue.




Side Projects

Unreal Pinball is a pinball physics game demo based on an Unreal Engine course taken at: Udemy

This course explored the use of realistic physics programming, character controllers, UI widget development, particle systems, gamemodes, scoring systems, splines, event dispatchers, and music & sound components.







Arch Vis Room Demo examined the various architectural visualization features in UE4 to create very realistic looking environments, based on an Unreal Engine course taken at: Udemy

Features studied in this course included an UE4 toolset overview, level design, lighting/post-processing, dirt masking, reflection probes, and using the sequencer to create videos.







Metal Dawn was developed in Fall 2015. The game was built in Unity as an introductory project to familiarize our team in developing with a new game engine editor.

Created concept Art for the numerous tank vehicles as well as the game's Logo and Splash Screen. Worked on various documentation including Coding Style Guide, Art Style Guide, and Art Asset Index spreadsheets which described state machines, animation transitions, and reference identifiers to the game documents.







Pinball Attack was developed in Spring 2016 with most of the same team that worked together on Metal Dawn. With a little more experience with Unity under our belts, we were able to build a pinball game with physics, a point system, and unique assets created by the team.

Worked on various documentation including Coding Style Guide, Art Style Guide, and Sound Design Document. Art asset pipeline: Created concept Art for the 3D blockade soldiers and the game's Splash Screen. Worked with the level design and programming team in creating a working prototype of a pinball game







PoolPhysics is another exercise at trying to create physics functions from scratch without the use of Rigidbodies, Unity physics, and colliders.

All assets were instantiated manually at precise positions that allowed our made-from-scratch 'AABB' physics functions to simulate ball collisions and realistic table rail-bounces.