Hi! Please enjoy my portfolio! -Steven Updated 1/30/2026
My name is Steven and here is a portfolio of video game assets:
And More - Gameplay Scripting, Feedback Logic, Production, SDK Integration, Platform Integration
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
One mechanic is 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 setting called 'Frantic' that is a much quicker pacing, pictured.
Modular Systems
I keep the function calling modular, for manageability, simplicity, and readability.
Separation of Components is really helpful for me - eg. one file for Flashlight Mechanics, one file for Teleporting, one file for Interactability, etc.
Step by Step mechanics are my jam.
I want to highlight some effective Gameplay Mechanics 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, an audio cue, and hurts the player's health on appearance .
3. Slenderman's power level increases 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 player health
3.Slenderman becomes increasingly stronger, eventually to the point of beating the player in one teleport. (Adds a very noticeable urgency to the mission)
Simple and effective mechanic- A flashlight that actually helps you see more (View on PC for best results)
"Low" Mode
"Bright" Mode
MOTION CAPTURE & FACIAL MOTION CAPTURE
DeepMotion is a tool that converts videos into frame animation. I use this technique to achieve animation that feels alive, and I also enjoy hand painting, or hand adjusting 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 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. Designed to convey a theme, and be easy to read and use.
Excerpt from the Level Select Menu. I am proud of it's design: Specifically the preview images alongside each level's button. When highlighted, the player gets a preview of what the level may be like, enhancing player orientation, clarity, and providing atmosphere.
Several UI elements I've 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 "Blink" and "Insanity Vision". -A sanity bar, which depletes from right to left, including 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 then rely on items (flashlight, glowstick, cell phone light) to see well in the dark. Gameplay and level design are deeply linked.
It has strong spatial flow, meaningful landmarks, and is designed with pacing in mind.
It also reflects concepts like Readability, Breadcrumbing, Leading Sightlines, also Occlusion Zones, Landmarking, 3D Acoustics, use of Negative Space, and much more!
This 'Seatown' (middle and left) is important to 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 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