Projects

Demo Reel: High-quality download (<50MB)

project Requiem (Senior-Team Thesis Production, 2009/2010)

  • Developed in Unity3D Indie 2.6
  • 2-semester production cycle.
  • “Our game is about Wolfgang Amadeus Mozart. You fly a spaceship.”
  • 3-man pre-production team designed and engineered this game’s functionality from the ground up.
  • Second-semester marks the start of production and team expansion.
  • Team Schrodinger’s Box is:
    • Auston Montville // Lead Designer and Engineer
    • Dan Peavey // Lead Artist
    • Joel Pelletier // Producer and Level Designer
    • Alex Tabor // Lead Engineer
    • Rob Witbeck // Dedicated Level Designer
    • Taylor Bjorndahl // 3D Artist
    • Daniel Hart // 3D Artist
    • Husam Al-Zaib // 3D Artist
    • Dan Rossi // Volunteer Coder (thank you!)
  • Complete game, presented in gallery in Burlington, VT and at Champlain College.


Breakaway! UNFPA Game to End Violence Against Women (EMC, 2009/2010)

  • http://breakawaygame.com/
  • Worked with the Emergent Media Center, United Nations, and Population Media Center.
  • Working with a team to determine environment style and setting.
  • Rendering in Mental Ray, lighting, rigging, and shader design, pipeline construction.
  • Creating concepts based upon design decisions, feedback, and team dialogue.
  • Ensuring a high level of quality in assets with limited resources in mind.
  • Documentation and teaching other team members art pipeline to ensure consistency.
  • Ensuring a consistent dynamic between environment and characters.
  • Designing assets to be used in multiple game situations and events.


District - America’s Army Level Design Project (EMC, 2008)

Team members: Emily Benton, Jeremy “Munchies” Burau, Halley Greaves, Chris “Sookta” Matuszek, Max Nichols, Dan Peavey

Press Release: IGN: Army and Champlain College Partner on America’s Army PC Game Missions

This was a cooperative project between the Emergent Media Center at Champlain College and the
America’s Army
development team. The developers in Emeryville provided critique and feedback,
as well as providing official backing to the project.

We were tasked with creating a full level using only assets provided by the current America’s Army 2.0
editing set. All level work was done in Unreal Editor (Unreal Engine 2) with a team of six people, with myself
tasked with the job of ensuring a consistent and cohesive aesthetic vision to the final result as well as acting
as a level designer. Balancing aesthetics versus resources guaranteed that game play would not be hindered,
existing only to augment and assist the flow of the map.


Older Productions (Under Construction)

  • IBM Virtual Worlds Project (EMC)
    • Research and development; artistic application in interactive design.
  • RYB (Junior Production)
    • Engine: Torque (TGEA 1.7)
    • Character development for multiplayer design.
    • Scripting in Torque to create an art pipeline.
    • Scripting in Torque to ensure the art looks as awesome as it is designed to be.
    • Asset creation and play testing.
    • Excellent post-mort.
  • Learning 2008 Conference: “Teletrust” 3-day Game Jam (EMC)
    • Created game content rapidly with resource limitations in mind.
    • Designed process to make implementation of assets seamless for programmers.
  • The Life of Joe Manlec (Sophmore Production)
    • Learn to swim.
    • My first game production in a studio environment.
    • Excellent post-mort.