Bandits in the House
I decided to revisit and old game design I came up with years ago - the concept is a group of players will play raccoons who will have to come up with clever ways to break into a house and ransack it for food or special items on a list.
Some rebuilt systems on display right now are:
-Adaptive Camera System: the camera detects nearby edges and walls, modulating its behavior, zoom, and rotation to fit accordingly.
-Throwing and Holding Objects: The player can pick up small items and throw them forwards to distract Frank, make noise, knock over other objects off high to reach spots!
-AI patrol and throwing the player: Frank will patrol the house (later on if he sees a item out of place he will pick it up and return it to its spot).
-Raccoon locomotion and animation: Raccoons are animated and can climb walls and jump!
PERSONAL PROJECT
Summoner
Summoner is a personal project I have been solo-developing this summer. It is a fully networked objective based FPS.
Two teams of 4 players are dropped in seperate but mirrored arenas, where they fight waves of AI and send powerful mini-bosses (or themselves) to the enemy side. When a team reaches 100 points they start a powerful Raid Boss encounter; first team to defeat their Raid Boss wins.
Game Design Document can be viewed here
https://docs.google.com/document/d/1Dva-ewJsuBMyVkTrxBiWT_dGQde_io9CVFNpP5FDQzw/edit?usp=sharing
Summoner
Summoner is a role-based 5v5 FPS Shooter where players slay waves up enemies, collect their Essence and use it to summoner powerful enemies to impede the enemy teams progress or send themselves to menace them!
Star Wars Republic Commando Level Design
this is a quick video walk-through and explanation of one of my Level Design assignments. It is inspired by Republic Commando, a squad based Star Wars shooter game.
Office Chair Racer
OCR is small rapid development assignment prototype I made. Players race around an office space by scooting on office chairs, scoring points by being the first players to reach objectives in the office (Karen’s Donuts, the Good Conference Room, and the Gossip Corner).
Pushing your Chair using A and D keys, each key operates a different foot which turns you a small amount and applies some velocity.
Repeatedly pushing with the same foot will spin you faster and faster
Chain combos of Left and Right foot perfectly will increase your maximum velocity!
Available for Download belowNOTE - Networking not implemented at this time. Will be added if I full launch this.
https://www.dropbox.com/s/n31a5vruhg2dyrf/4_1_Spencer_Myers.zip?dl=0
Logo made for the Delaware Electronic Vehicles Association
Abyssal Invasion
Producer, Designer, & Programmer
Credits : Modellers - Jianjin Chen & Wenyao Lin
Tokyo harbor has been overrun with Kaiju that attack in sporadic waves. Defend the citizens and the city at all costs!
Abyssal Invasion is a top down mobile and PC tower defense game. Players must place towers and barricades to repel waves of enemy creatures and super massive Kaiju’s.
Be mindful of what towers you place where, towers explosive munitions may be effective against swarms of enemies but can also damage the buildings nearby. Destroying buildings will destroy all towers on top of the building, create new paths for enemies to route though and a portion of your rewards will be taxed.
Towers come in 5 Basic forms: Basic, Cannon, Sniper, Machine Gun, and Barricade, once placed in their basic form they can be upgraded into unique build paths. This modular turret system allows for unique playstyles and different ways to interact with the core systems.
Each level has 5 rounds of increasing difficulty, once a round is cleared you are granted a Bounty based on your performance. Gold gained from these bounties will carry over into the next level you select, allowing players to snowball their advantages or be penalized for conservative play.
Rigging Final Presentation
Model fully rigged and animation ready for GAM 209 (Rigging for Games - Humanoids).
Model by C.J. Crow





