Hi! Please enjoy my portfolio! -Steven Updated 12/9/2025
My name is Steven and here is a portfolio of video game assets:
TEXTURING
A texture flow for a creepy sublevel door I upgraded using GIMP and Photoshop.
A base texture (An image applied to the model)
Added some paint peeling from the metal / adjusted scale
Adding another layer (brown) of peeling paint
Added dirt caked onto the doors and blended texture seams
Texturing - for an enemy in Slenderman:Unbecoming --- during this fight you destroy glowsticks hanging from his necklace, and they spill down his shirt, great visual feedback that the player is damaging the enemy.
One broken
Two broken
Three broken
Four broken
PHOTOS
-From Slenderman:Unbecoming, I designed it to have an Indie graphical style
A Visitor's Center before sunset
After sunset, Visitor's center
After night falls, including player's flashlight lighting
Screenshot from Slenderman:Unbecoming
GAMEPLAY MECHANICS
So Slenderman teleports after you, not walking, creepily.
In function steps:
(Pictured)
-Slenderman Teleports near you, then after 5 seconds
-Slenderman Teleports away.
-Slenderman also Looks at the player perpetually. There is an inclusion for a separate setting 'Frantic' that is at a much quicker pacing, pictured.
Modular Systems
You can see the function calling is pretty modular.
Separation of Components is really helpful for my coding, eg. one file for Flashlight Mechanics, one file for Teleporting, one file for Interactability, etc.
and Step by Step mechanics are my jam.
I want to highlight this in the 'Slenderman Teleporting' code:
1.Slenderman can appear in a number of places, either behind you or in front of you (psuedo)randomly.
2.Slenderman generates a camera shake, audio cue, and hurts the player's health on appearance .
3. Slenderman's power level increasing with each teleport.
This achieves some amazing effects the player implicitly feels - respectively,
1.The player does not know where Slenderman may appear (adds suspense)
2.The player is now in danger/must be aware of the Slenderman, as he damages health
3.Slenderman eventually becomes noticeably insanely strong and crushes the player in one shot. (Adds urgency to the mission)
Simple and effective - one of my favorites, a flashlight that actually helps you see more
"Low" Mode
"Bright" Mode
Excerpt from one of my scripts - I try to comment for clarity, and aptly name variables.
Scripting has connections across many different aspects of a video game: By writing over thirty scripts used in production games today, I have real hands-on knowledge and experience in:
- Input actions and systems
-Kinematic and physics movement
-Gameplay scripting
-UI and feedback logic
-Save data systems
-Animation
-Sound Design
-Production
MOTION CAPTURE & FACIAL MOTION CAPTURE
DeepMotion is a tool that converts videos into frame animation. I can use this technique to achieve animations that feels much more alive, but I also enjoy hand painting, and hand adjusting premade simple motions as well.
Shot from the inside the website DeepMotion, to capture a humanoid animation. I am wearing a second camera that is capturing facial animation(see below).
The humanoid animation targeted inside of Unity Game Engine
Final Version in game
Facemotion3D app leverages Apple's "BlendShapes", and can generate frame animation (animation clip shown).
Hand adjustments to these frame animations, was done extensively as well.
UI / UX USER INTERFACE / USER EXPERIENCE
The Main Menu of Slenderman:Unbecoming. The Main Menu of any game should convey a theme and be easy to read and use.
Excerpt from the Level Select Menu. I am proud of it's design: It displays a preview image alongside each level's button when highlighted, enhancing player orientation and clarity, while also providing atmosphere and theme imagery.
Several UI elements I created and used. Clockwise, from Top Left: -A 'hold button' indicator that completes the action once the circle fills entirely. - A pair of ability icons for two different abilities in game. -A sanity bar, which depletes from right to left, as well as a brain icon that fades into black the lower you are.
The first mission level - It is a public park with paths. Night quickly falls in the game, within minutes. This is for atmosphere, but it is also a mechanic - Players must rely on items (flashlight, glowstick, cell phone light) to see well in the dark. We see how gameplay design and level design are deeply linked.
This level is a great example of a few Level Design principles: Strong spatial flow, meaningful landmarks, and is designed with pacing in mind.
It also reflects concepts like Readability, Breadcrumbing, Leading Sightlines, but also Occlusion Zones, Landmarking, 3D Acoustics, use of Negative Space, and much more!
This 'Seatown' is important in Missions 4 and 5. The lighthouse on the right is also where Mission 3 takes place.
The design for these areas follow story driven Level Design principles: I am proud of this composition and how it appeals to the player's sense of sight, pacing, meaningful landmarks, and Leading Lines.
If you have read this far, and / or enjoyed the 31 pictures in my portfolio, please contact me below. Thank you so much! -Steven