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Video Game Design

Below is a collection of three out of five games that I have created, one of which (UPLINK) was made with pre-made assets, and the other two with assets nearly all created myself via Maya Autodesk, Premiere Pro, Substance painter, Procreate, and Photoshop. The games below are viewable in more detail via Gamejolt.

 https://gamejolt.com/@KimbellWhatley/games

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This page is under construction. To view games, please visit Gamejolt.

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DUCKPUNCH

DuckPunch™ is a game I came up with for my Senior Project in Digital Media Design, and for this game, I made all (excluding 3 audio files, and a cover art template) assets and branding myself. Using a series of 'Perception Neuron' motion sensors, the player is able to have their live motion-capture data recorded in a program called Axis Studio, then have that data transferred to the local space of an Unreal Engine First Person Blueprint, allowing for a semi-VR experience comparable to the motion systems used in the Nintendo Wii.

 

Players are able to place their hand in a weapon sphere, and select a weapon, then, by rearing back, and throwing a punch, a projectile (based on the currently equipped weapon) will be fired in the direction of the punch. Optionally, players can experience this game with a keyboard. Players must shoot all the ducks to get to the end of a five-level shoot-em-up game, then kill the monstrous boss ducky.

The story is as follows: "In the coldest corners of Quack-Addict Labs research facility, an awful experiment has gone awry, and a horde of evil, red-eyed ducks have overrun the facility! It is your mission as the 'Exterminator' to put these evil ducks back in their cages! Be careful, the scientists at QA Labs have recently been experimenting with lasers..."

For showcases of the keyboard/motion sensor gameplay, please visit my YouTube channel here, or, see more DuckPunch info on my Gamejolt.

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A REALLY LONG HALLWAY

This is a game about a really long hallway. Done as a project for university in Unreal Engine 5.1.1. Almost all assets were made by myself in Maya Autodesk, and GarageBand. Ambient Music "Lonely Clown" done by Lexin Music. Snail image by Joshua Kettle, Volcanic Image by Toby Elliot. Dirt Texture by Avinash Kumar, Leaf, Stone Texture by Annie Sprat. Lava Texture by Carlos Rabadol.

 

As an homage to games I grew up with, such as the Stanley Parable, I decided to create and model a game with similar gags and meta humor. From a Snail-Fact Button, to collecting my fraudulent 1099 Tax Forms, to breaking the developers prized-painting and plants, one thing is certain: this hallway is really long.

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UPLINK

Uplink explores a vertical puzzle platformer that seeks to lead the player up a metal skyscraper, surrounded by a city held up by gigantic pipes erupting through the fog of a futuristic landscape. All of the assets in this game are retrieved from Epic Games': "Soul City". Left click fires a platform that carries with it the current rotation of the player camera. Right click fires a weighted sphere used for puzzle solving, and, interestingly enough, bowling. The player, in this game, must travel to the oasis atop the skyscraper, to upload a signal, and thus win the game. This is one of my finer examples of level, puzzle, and environmental design. View the whole gameplay on my YouTube, linked here.

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