Brianna Epstein's GameDev Portfolio

Computer Science graduate from the University of Michigan
Site in progress!

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EECS 494 Project 1: Zelda

Recreated the first area of Legend of Zelda on the NES with a partner using Unity. Controls are arrow keys to move, X for sword, Z for alt weapon, Space to switch alt weapons.

I implemented the weapons, health and damage mechanics, as well as some enemies. I also implemented the custom mechanic/level, playable when you press 4.

EECS 494 Project 2: Tile Trials

Original sliding-tile puzzle game featuring novel mechanics.

Free music and art were used, but the game was otherwise a solo project.

EECS 494 Project 3: Be Water, My Friend

In this 3D puzzle-platformer, you play as a ball of water, on a quest to collect more water droplets to save the local lake! You'll need to raid houses and navigate dangerous landscapes, changing your form between solid, liquid, and gas as you do so. Try not to spill!

This was a group project. My contributions include working on the player fluid, designing levels, and implementing the collectibles, state changes, and life gauge/spill mechanics.

WolverineSoft Studio: Rideshare Rampage

Rideshare Rampage is WolverineSoft Studio's first game created using the Unreal Engine! Rideshare Rampage is a 3D racing game heavily inspired by Crazy Taxi. Drive through the streets and wreak havoc as you take over the rideshare business!

This was a group project. I assisted with programming, working on features such as AI for traffic and pedestrians. I also contributed voice acting and the name of the game!

WolverineSoft Studio: Bloom: Roots of Renewal

Bloom: Roots of Renewal is an educational case study on Bethesda's Quake, and takes inspiration from its game mechanics as well as other games in the genre. Explore unique areas, find new weapons, and defeat enemies.

This was a group project. I worked on programming, especially related to the weapons and combat systems.

Now on Steam!

WolverineSoft Studio: Twin Blades' Vengeance

2D sidescroller beat 'em up akin to TMNT2 for the NES. I worked on programming, contributing to core systems such as progression, players, enemies, and combat.

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