Portfolio

Games

Smash Routes

Smash Routes

Equinox

Equinox

Quartz

Quartz

Scriptslayer

Scriptslayer

An Abandoned Vessel

An Abandoned Vessel


Smash Routes

Tools Used:
Unity, Photoshop, Amplify Shader Editor, Blender



Project Overview

Made in Unity, Smash Routes is a mobile game where athletes, parents and coaches can test and improve their football knowledge and skills, learn their playbook and track their progress as a player. My contributions to the Smash Routes app include designing and implementing game art, animations, logos, UI, materials and shaders. Smash Routes is available now on the Apple App Store, the Google Play Store and the Amazon Appstore.

Smash Routes offers teams and leagues the ability to purchase a custom implementation of their playbook into the app. Users then have access to an in-app team with a curriculum based off of that playbook, as well as several free offerings made available to all users. In each curriculum, users have access the their digital playbook, containing combinations of plays and formations put together in a playable format to help users learn and practice. Additionally, each curriculum includes other minigames and simulations used to teach football content.

Users can check leaderboards to see how they stack up against other players and track their own top scores. Users also earn in-game currency by playing the game, which can be spent in an in-game store to unlock icons to customize their profile. Coaches have additional tools made available to them, including a digital whiteboard and in-depth stats and metrics for the players on their team.


Additional Screenshots

Main Menu Player Home Screen Coach Home Screen
Trial Select Screen Leaderboard Player Stats Screen


Equinox

Tools Used:
Unity, Maya, Photoshop



Project Overview

Made in Unity, Equinox is a two player, competitive, space-shooter game. I worked on this game with friends who coded the game in Unityscript, while I did the art, including UI, modeling, material design and texturing as well as level design and mechanical design.

Equinox features networked, first-person shooter gameplay, taking place in an enclosed arena. Players are able to move around freely in 3D space and collect upgrades that will enhance their weapons, armor, or engines. Players can move forward in the direction they're facing or strafe from side to side. Players will also be auto-oriented to the ground to prevent confusion. Players' goals are to shoot down and defeat the other player, earning a total of five points to win the game.

The projectile weapon's basic shots can be upgraded into either a spray variant that fires faster with less accuracy, or a missile variant which fires slowly and does more damage. The armor can be upgraded to give the player either a shield ability that grants temporary invincibility, or a regeneration ability that will regenerate the player's health over time at the price of having a lower maximum health. The engine can be upgraded to a bounce variant which grants a burst of speed when bumping into an obstacle or a slide variant that offers quicker directional rotation capabilities.



Quartz

Tools Used:
Unity, Maya, Photoshop



Project Overview

Made in Unity, Quartz is a 3D platformer game. I worked on this game, over the course of five weeks, with friends who coded the game in Unityscript, while I did the art, including UI, modeling, material design and texturing as well as level design and mechanical design.

Quartz has players take control of a small, crystalline orb capable of rolling around and jumping. In the style of collect-a-thon platformers, players are tasked with navigating platforming challenges and avoiding various obstacles while collecting 200 gems as their ultimate goal to complete the level.

The playspace contains a central hub and three surrounding areas, each with their own unique mechanics and challenges. The red area features rising lava and platforms that will rise and fall along with it, as well as cannons that will shoot the player to various locations. The blue area features slippery platforms, crumbling platforms and bumper enemies that bounce the player away when touched. The yellow area features sand pits, moving and rotating platforms and enemies that will attempt to crush the player.



Scriptslayer

Tools Used:
Photoshop, HTML, Phaser



Project Overview

Made in HTML and Phaser, Scriptslayer is 2D hybrid RPG-puzzle game based around typing mechanics. Some visual assets for this project were edited from existing sprites.

In Scriptslayer, players wander a dungeon fighting off enemies and unlocking the ability to progress further after defeating a certain number. As players move through the overworld, they will periodically encounter monsters that they must defeat. Combat uses an active-time-battle approach, where a turn-based system is augmented with timed elements. Players have a certain amount of time to enter a verb to damage the enemy they're battling.

In combat, players can also add multiplier bonuses to their attacks by taking advantage of a variety of special weaknesses each enemy has. For example, a player can earn an attack bonus by typing COOK against a lobster enemy or BURN against a plant enemy. Players will earn a multiplayer based on the time bar that decays over the course of the player's turn. Typing an attack quickly will raise the player's score, in varying amounts, while failing to type anything before time runs out will result in a loss of action for that turn and a retaliating attack by the enemy. Additionally, players will be penalized with a negative multiplier for typing the same verb in succession, encouraging quick thinking and variety amongst responses. In each battle, players will also be presented with a condition dictating that they use a minimum number of letters when typing, with lower numbers being more common.

Players' health and score will persist between battles. The number of times a verb has been used is also tracked between battles, although this is reset upon entering a new area. Additionally, the player's base attack and defense persist throughout battles, and have a chance of increasing after defeating an enemy.



An Abandoned Vessel

Tools Used:
Unity, Photoshop


An Abandoned Vessel Screenshot
Project Overview

Made in Unity, An Abandoned Vessel is a 2D, top-down shooter game. I worked on this game, over the course of five weeks, with friends who coded the game in Unityscript, while I did the art, including UI, backgrounds and sprites.

In An Abandoned Vessel, the player must navigate a derelict space station, infested with alien zombies and with very little remaining power. The player must shoot their way through the aliens and survive procedurally generated levels. Light is also scarce and players must make use of their gun and flares that can be found around the space station to increase their field of vision.

Players can acquire health med-packs that can be used to restore health and flairs that can be placed on the ground to create additional light. Both of these resources are limited, but players will find more as they continue to play and explore. To progress to each new area, players will need to defeat all of the enemies within an area to activate a teleporter. Each area also features hazards, such as slippery floors and spike traps that players will need to avoid.


Additional Screenshots

An Abandoned Vessel Screenshot An Abandoned Vessel Screenshot

3D Art

Donuts

Donuts

3D Litten Sprite

3D Litten Sprite

3D Mimikyu Sprite

3D Mimikyu Sprite

3D Pokeball Sprite

3D Pokeball Sprite

Dragon

Dragon

Majora's Mask

Majora's Mask

Bomb Flower

Bomb Flower

Zombiecide Character

Zombiecide Character


Donuts

Tools Used:
Blender



Donuts
Project Overview

After modeling the contents of this scene, I used a hair particle system to populate the frosted surface of the donuts with multicolored sprinkles of pseudo-random orientations and slight variations in size. I also added several lights of different types to achieve realistic lighting on the donuts, frosting, plate and cup, and table.



3D Litten Sprite

Tools Used:
Maya, Blender


3D Litten Sprite
Project Overview

After creating the model in Maya, I imported it into Blender. Using Blender’s node system, I applied a color ramp, in conjunction with an alternating black and white tile texture, to the model's materials, creating a dither effect. Combined with a low-resolution output size, this creates a look reminiscent of gameboy-era Pokemon sprites.



3D Mimikyu Sprite

Tools Used:
Maya, Blender


3D Mimikyu Sprite
Project Overview

After creating the model in Maya, I imported it into Blender. Using Blender’s node system, I applied a color ramp, in conjunction with an alternating black and white tile texture, to the model's materials, creating a dither effect. Combined with a low-resolution output size, this creates a look reminiscent of gameboy-era Pokemon sprites.



3D Pokeball Sprite

Tools Used:
Maya, Blender


3D Pokeball Sprite
Project Overview

After creating the model in Maya, I imported it into Blender. Using Blender’s node system, I applied a color ramp, in conjunction with an alternating black and white tile texture, to the model's materials, creating a dither effect. Combined with a low-resolution output size, this creates a look reminiscent of gameboy-era Pokemon sprites.



Dragon

Tools Used:
Maya



Project Overview

In Maya, I created a model of a small, cartoonish dragon. Next, I created a skeleton to support rigging, including controls for the arms, legs, head, tail, wings and ears, using skin weighting to ensure the controls manipulated the mesh correctly. Finally, I created a series of looping animations for idling, slow flight, and rapid flight.



Majora's Mask Model

Tools Used:
Maya, Photoshop



Project Overview

In Maya, I modeled Majora's Mask from the Legend of Zelda series. After finishing the model and setting the UVs, I used Photoshop to give the mask a realistic texture by adding a grainy wooden texture on top of the painted colors. Finally, using Maya and Photoshop, I baked an ambient occlusion map to make the highlights and shadows of the mask appear more realistic.



Zelda Bomb Flower Model


Tools Used:
Maya, Photoshop


Project Overview

In Maya, I modeled a bomb flower from the Legend of Zelda series, combining elements from different games into my own take on the plant. After finishing the model and setting the UVs, I used Photoshop to give the plant a realistic texture by adding an apple skin texture for the blue outer skin, a bumpy pumpkin-like texture on the exposed brown inner area and a leafy texture on the leaves themselves.



Zombiecide Character


Tools Used:
Maya


Project Overview

In Maya, I modeled a human character with weaponry, inspired by the post-apocalyptic setting of the tabletop game Zombiecide. My character model wears a hoodie, jeans and shoes and includes a thin katana-like sword and two uzi submachine guns.



2D Art

Smash Routes Icon Set

Smash Routes Icon Set

Pikmin Poster

Pikmin Poster

Deranged Typography

Deranged Typography

Ignition Poster

Ignition Poster

Grasp The Future

Grasp The Future


Smash Routes Icon Set


Tools Used:
Photoshop, Amplify Shader Editor

Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon
Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon Football Helmet Icon


Project Overview

Using Photoshop, I created a series of icons for users to use to customize their profile for the Smash Routes app. These can be purchased in the in-app shop, with in-app currency earned by playing the game. Coming in various colors and containing a wide range of subject matter, these icons exist in different categories and price tiers.

For two of these icons, the Dragon and Skull, I used the Amplify Shader Editor plugin for Unity to create animated special effects to accompany the base image and create a more interesting and valuable looking icons for the highest price tier in the in-app shop. The dragon icon features an animated flaming background, made with scrolling and distortion effects. The skull icon slowly fades in and out and a scrolling rainbow texture colorizes the details on the skull.



Pikmin Poster


Tools Used:
Photoshop


Pikmin Poster
Project Overview

Using Photoshop, I created a minimalist poster for the 2001 Nintendo Gamecube game Pikmin. I utilized the game's flower iconography as a primary element of my design. I also stayed within a monochromatic green color palette and utilized positive and negative space and silhouettes.

A large flower serves as a window into the scene, composed of a grassy texture to feel at home alongside the contents of the scene. Inside the scene, a visual through-line is created by the crashed spaceship, Captain Olimar and the Pimkmin along the bottom of the flower silhouette, continuing down to the title and credit text beneath.



Deranged Typography


Tools Used:
Illustrator


Deranged Typography
Project Overview

Using Illustrator, I created a typographic arrangement based on the word Deranged. Working with a word that conveyed the idea of madness or insanity, I sought to design this piece in a way that conveyed the feeling of an encroaching darkness that was invasive and degenerative.

I arranged related words as thorny tendrils surrounding the space behind the centralized word, Deranged. I used an ordered and neat font, Osaka, for the word Deranged. In contrast I used a messy and jagged font, Goon Spectre, for the thorny tendrils in the background. To add variation and to break up negative space, I used periods from the Goon Spectre font to add noise to the background, which I also felt added to the feeling of decay.



Ignition Poster


Tools Used:
Photoshop


Ignition Poster
Project Overview

Using Photoshop, I created a movie poster for a faux anime property, Ignition. Many anime are character-centric, so I made my character the focus of the poster. I depicted him as somewhat serious, lost in thought staring off to the side. This character has the ability to use fire magic, which I used throughout the poster, cloaking the character in a fiery aura with bits of actual flame igniting around him and a fiery glow in his eyes.

Another important element to the poster is the movie title. Continuing with the fire theme, I set the title atop a background of scrap metal and the styled the title itself to look like heated metal, with sparks and bits of flame flying off of it. I used the Battlemage font for the title because of its runic script look.



Grasp The Future


Tools Used:
Photoshop


Grasp The Future
Project Overview

Using Photoshop, I created an album cover based around a photo I took of several stone lion heads, on a trip to Japan. Riffing on my original photo, which featured a grey stone wall, I added paint splatter above and below the lion head to set text on. Paint drips and splatter on either side of the lion head help fill negative space and give a sense of gravity to the image.

The meaning of the phrase Grasp The Future is not something I intended to have one set meaning. Rather, I intended it to be a generally positive message open to interpretation. Many Japanese songs that I enjoy feature a similar positive, open message. Because the subject of my photo is from Japan, that conceptual through-line felt appropriate.



Level Design

Project Spark Platformer Level

Project Spark Platformer Level

Halo 4 Map

Halo 4 Multiplayer Map

Minecraft Zelda Dungeon

Minecraft Zelda Dungeon

Mario Maker Level

Mario Maker Level


Project Spark Platformer Level


Tools Used:
Project Spark (Xbox One)


Project Overview

Using Project Spark, for the Xbox One, I created a Metroidvania-style 2-D platformer level, from assets provided and with programmed behaviors.

The player character can run and jump by default, but players can bolster their arsenal of abilities by collecting upgrades found throughout the level. Upgrades include the ability to shoot fireballs as an attack, a basic dash ability and an improved dash that allows the player to break through stone blocks and damage enemies. As each upgrade is introduced, the level is structured to ensure that players learn how they function before progressing.

The player will encounter a few different types of enemies throughout the level. These include small goblins, flying birds, and larger, stronger goblins. At the end of the level a large golem enemy acts as a boss. I also included incentives and paths for players to backtrack through the level and retread old ground with their upgraded arsenal, giving the player a sense of progression while making the game space feel more connected.


Halo 4 Multiplayer Map


Tools Used:
Halo: The Master Chief Collection - Halo 4 - Forge Mode (Xbox One)


Project Overview

Using Halo 4's Forge mode, part of the Master Chief Collection for the for the Xbox One, I built a multiplayer map, intended for 4-8 players on the Slayer and Team Slayer gametypes.

This level features several levels of verticality and was inspired by maps such as Halo 2's Midship and Halo 4's Adrift. Designed with a classic Halo experience in mind, this map only supports the Sprint Armor Ability. Load-outs are also restricted. Players start with an Assault Rifle and a Pistol, and have to find other weapons scattered around the map. Power weapons are located in central, team-neutral areas and are relatively few in number, where less devastating weapons are more abundant.

Keeping in mind lines of sight and confrontational hotspots, most central areas are broken up by obstacles intentionally placed to disrupt vision, with the exception of the topmost area, which is by contrast, open and exposed. Players are also provided with many different ways to navigate the level. In addition to cycling through the three different vertical tiers, the middle and bottom levels feature several tunnels that honeycomb in and out of the central area.


Minecraft Zelda Dungeon


Tools Used:
Minecraft (Mac), MCEdit (Mac)


Project Overview

Using Minecraft and the Zelda Sword Skills mod, I created a level in the style of dungeons from the Legend of Zelda series. I also used the Zelda Pack texture pack to make the game look and feel closer to a Zelda game.

I made several alterations to the base Minecraft experience to make this dungeon level feel as closer to a Zelda game. I equipped the player with a sword and shield, the most basic staples of a Zelda game. Progressing through the dungeon, players will eventually find a bow and arrows which can be used to shoot enemies and trigger switches, a hookshot to latch onto faraway markers, food items to heal with, and keys to open locked doors. The Zelda Sword Skills mod also re-skins Minecraft enemies such as Skeletons, Bats, and Slimes into enemies from the Zelda series such as Stalfos, Keese and Chu-Chu's.

I also included several Zelda-style puzzles in the dungeon, including defeating the enemies in a room, finding and hitting switches, logic puzzles, and making use of special items such as the bow and arrows and the hookshot. At the end of the dungeon, players fight a boss battle, against witch enemies, re-skinned as Koume and Kotake from the Legend of Zelda series.


Mario Maker Level


Tools Used:
Mario Maker (Wii U)


Project Overview

Using Mario Maker, for the Wii U, I created a Mario level in the Super Mario World format. Styling this level after special worlds, found in the end-game of Mario games, this level includes many unique elements and distinct sections.

The first section acts as a warm up, and features straightforward encounters with enemies and fire bars. The next section ups the difficulty, with an ice platform and more dangerous enemy encounters. After this is a section themed around the Helmet power-up. This section relies on the use of the helmet to block the projectile hammer attacks of Hammer Bros above the player. After navigating the helmet section, the player is rewarded with a checkpoint. Next, the player must use the Super Feather power-up to navigate another item-themed section, using it to reach a high platform and then making use of its stalling capabilities to descend slowly through spikes. The next section features Yoshi and has the player dodging more enemies and obstacles. After this, the player uses a Koopa Clown car to avoid enemies in the penultimate section. Finally, after a relatively easy cooldown section the player reaches the goal post.

About

My name is Joseph Horsmann. I'm a digital artist working in games and media. I graduated from the Rochester Institute of Technology with a major in New Media Interactive Development and minors in Game Design and Japanese.


My professional experience includes work in UI, graphic design, marketing, video editing and quality assurance testing. I also have experience working in 3D, animation and level design. As part of the development team at CogReps Inc, I worked on the Smash Routes app, which has been released on the Apple App store, Google Play store and Amazon Appstore.


I am versed in comprehensive documentation and tracking of project features. I'm adept at managing and facilitating communication between team members. I have worked collaboratively as part of a game development team to meet release deadlines. I also have experience fulfilling multiple roles simultaneously and stepping in to fill vacant roles.


I am an avid fan and consumer of many types of media. Because of the positive impact that many of these works have had on me, I love to create and put my own work out into the world for other people to enjoy and draw inspiration from.

Skills

Software
Adobe Acrobat

Adobe Acrobat

Adobe After Effects

Adobe After Effects

Adobe Illustrator

Adobe Illustrator

Adobe Photoshop

Adobe Photoshop

Adobe Premiere

Adobe Premiere

Amplify Shader Editor

Amplify Shader Editor

Autodesk Maya

Autodesk Maya

Autodesk Mudbox

Autodesk Mudbox

Blender

Blender

Microsoft Office

Microsoft Office

RPG Maker

RPG Maker

Unity

Unity




Programming
CSS

CSS

HTML

HTML

Javascript

Javascript




Other
  • Versed in comprehensive documentation and tracking of project features
  • Adept at managing and facilitating communication between team members
  • Experienced in working as part of a game development team to meet release deadlines
  • Skilled at fulfilling multiple roles simultaneously and stepping in to fill vacant roles

Contact

Contact me by email me at:

josephhorsmann@gmail.com


View my resume:

Resume