Hi! Please enjoy my portfolio! -Steven Updated 6/7/2026
ⓘ This webpage has a lot of gifs! ⓘ
ⓘIf you received a pdf like from a job app please visit www.FolioInteractive.online/portfolio for the whole gif experience!ⓘ
My name is Steven and here is a portfolio of video game assets:
+ More!
Such as Gameplay Scripting, Feedback Logic, Building and Production, SDK Integrations, Platform Integration
Steps of this texture for a creepy sublevel door
A base texture
Added some paint peeling from the metal / adjusted scale
Adding another layer (brown) of peeling paint
Added dirt caked onto the doors, blend texture seams
Texturing for an enemy in Slenderman:Unbecoming --- during this fight, as you destroy glowsticks hanging from his necklace, they spill down his shirt. These textures are also steps, and they are kinda neat because they represent the duration of the fight/past events happening.
One broken
Two broken
Three broken
Four broken
Code Excerpt
An enemyTeleports after you, not walking, creepily.
In logical steps,
-Slenderman Teleports near you, then, after some seconds,
-he Teleports away.
-Slenderman must always be facing the player (so while he is teleporting, he is scaring the player, not frozen like a statue)
Pictured is some crafted functions that handle this exact workflow, using UnityScript in Unity Engine.
Cool Design Principles based on this Teleporting
What's Happening
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.
Effects
This achieves amazing effects that the player feels - respectively,
1.The player does not know where Slenderman may appear (adds suspense)
2. Most players will notice large chunks of health being taken during the moment. This guides players toward being aware of Slenderman. (player is more knowledgeable of danger, becomes invested)
3.Slenderman becomes stronger, eventually to the point of beating the player in one teleport. You may notice His increase in power, consciously or subconsciously, again aiding players to understand and connect with the game more (also adds urgency!)
A Favored Mechanic - A flashlight's 'bright mode' that actually helps you see more in game (screengrab from gameplay!)
The first mission level - a public park with walking 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 really deeply linked.
The mission has strong spatial flow, meaningful landmarks, and is designed with pacing in mind.
It was also designed with readability, breadcrumbing, leading sightlines, occlusion zones, landmarking, use of negative space, and much more in mind!
The '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 also follow story-driven Level Design principles: again I am especially proud of how it appeals to player's sense of sight, pacing, meaningful landmarks, and leading lines.
If you have read this far, and/or enjoyed the pics and gifs in my portfolio, please contact me below! Thank you so much! -Steven
Please email Steven at:
FolioInteractive@gmail.com