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Jared Fagg | Technical Games Designer | MMXXIV

Welcome To My Portfolio!

Jared Fagg. MMXXIV.

Killometers Per Hour - An action racing survival game.

Killometers per hour is my first standalone game title that I worked on completely by myself and features high octane racing gameplay with the goal being to make it to a service station before the car runs out of fuel. Killometers per hour was created within the span of 4 weeks utilizing the Unity game engine.

I undertook many roles for the first time while developing Killometers per hour however I mainly excelled in 3D art, programming, game design, UI/UX design and promotion and marketing. What came new to me during development in terms of necessary roles was visual effects design and sound design which I can confidently say I have improved on in those areas. I have previously experimented on these roles in the past however Killometers per hour was the first project where I had to apply them to a professional standard.

Killometers Per Hour - Promotion Art

Subway Terror - Promotion Art

Subway Terror - A surreal survival horror experience.

Subway Terror is a piece of experimental games design I had worked on to test applications of game development utilizing outdated but feasible design workflows. Subway Terror features moody FPS gameplay with a sole focus on resourcefulness to survive.

You play as yourself on your way from a stressful day at work. All you want to do is go home but some unknown entity has other plans. Arriving at the platform and coming off the subway you see that everything is off. So you do everything you can to escape the subway.

Subway Terror was a test of understanding how the retro FPS genre can impact FPS games compared to today's practices. It was created as a mod for a port of Doom 2 known as GZDoom and I had to undertake several roles in the development of the game; excelling in programming and narrative design.

Monster Maze - A print and play roguelike rpg.

Monster Maze is a rogue-like turn-based exploration game where players can work together or alone to collect key cards and defeat monsters using resource cards to ultimately reach the end and win.

I worked on Monster Maze in a team where I was first introduced to the role of promotion and marketing. This being my primary role, I was also responsible for game design which, Monster Maze was the first time designing for a board game.

Monster Maze introduced me to many new areas of game development that I hadn't had experience in whatsoever however it gave me the opportunity to turn these introductions into some of my greatest strengths.

Monster Maze - Promotional Art

Amentes - Promotion Art

Amenthes - A Virtual Reality Interactable Experience.

Amenthes is a narrative driven adventure virtual experience where you play as a Greek archaeologist in his desperate search for the Egyptian mythological underworld Amenthes. After several months of research, you finally have a lead and immediately start warming up your plane’s engines. You are so confident that you have uncovered the final piece to the puzzle that you don't concentrate on flying the plane. Your confidence leads to disaster. You are lucky to be alive but now you face a difficult challenge.

Amenthes is the first project I worked on that was developed for virtual reality. From ideation to implementation I was responsible for level design, interaction design, development and publication.

Pixelated Medieval Bar Environment

The bar environment was made as an experiment in exploring new stylized looks for video games. I consistently kept a journal and made a new entry for every step of the way throughout its development to adhere to my own personal reflection cycle. Overall I am satisfied with the way this environment had turned out however felt I was constrained in the modelling techniques I had to use and in the future opt a subsurface workflow instead.

Throughout its development, I was responsible for modelling, texturing, UV unwrapping and compositing of all the assets and the scene it self. The final render is of the environment deployed inside the unity game engine.

Pixel Bar Environment - Render

Personal Stylized Assets - Render

Personal Stylized Assets

These are some assets I had created for some earlier projects of mine along with promotional material. I used these in Amenthes, Killometers Per Hour and an early prototype of a game I made while learning the unity game engine.

These were the first assets I had made in a professional setting since in the past, typically the assets I made were just for learning the blender software package and experimenting with shaders however these assets were the first to be used in a published project of mine. I was responsible for everything involving its creation and was the first development I worked on where I had to animate. (E.g. the car wheels and plane propeller).

Autumn Asset Pack

The Autumn Asset Pack was made for a game jam I participated in a team of 3 people where the theme was "Fairytale Mashup" and "When I am weak, I am strong". The thing about these assets were this was the first development where I had a time constraint to make these which were under 2 weeks.

I was responsible for all development surrounding these assets and additionally I experimented with doing procedual leaf generation through shader graphs in blender then exporting it for unity.

Autumn Asset Pack - Lit

Wizard Character - Showcase

Wizard Character

This is one of my more recent projects where I challenged myself to make a game character for the first time and came up with this stylized wizard character where I gave him an armature and posed him to look like he's about to cast a spell.

Overall I am really satisfied with how this character turned out from its conception to its posing and I learnt a lot about subsurface modelling through this exercise.