Sean Lee is a game design freshman currently enrolled at Bradley University. Sean has held an incredibly deep interest for game design and development for most of his life and has developed a very particular passion for games as an art form, hence his career path. As such, he's self taught in the use of various game engines, including Source and Unity, and has been developing mods and games for over 5 years. In addition to game development on his own, Sean has been in a number of development teams for various Source mods, including Pre-Fortress 2, a mod that aims to recreate the earlier development stage of the popular online first person shooter game, Team Fortress 2. He has experience in most fields necessary for game development, including 3D modeling and graphic design and has a great amount of experience in the use of Blender and Photoshop.
In addition to game development, Sean is also an incredibly experienced video editor, and has been creating videos for the past 9 years. He is well versed in both Adobe's Premiere Pro and Apple's Final Cut Pro and Final Cut Express, and has used this knowledge to save the hides of his group mates upon every time he's been in a video project. As well as this, he also has a semi-popular series on Youtube titled "Betafied" where he goes into the development and analysis the design choices of various games and their cut content.
Ghost Runner Opening
Ghost Runner was my first semester game and movie project. This particular piece is the opening animation, explaining the backstory to the game. The majority of work was done in Adobe Premiere Pro and Photoshop, having opted for a more familiar experience than Adobe's alternate video editor, After Effects. There isn't an incredible amount to be said about the development of this particular video, other than that it was made after the game had already been finished, therefor leading to me having most of the visual assets I'd need already prepared by the time I started work on it. Quite conveniently, my peers had elected to refrain from throwing me under the bus with a lot of revisions to the script and storyboards, although I'm sure there was a fair amount at the time of development. Considering that the video itself is only 36 seconds long, I feel as though it would be superfluous to describe everything that goes on in it with great detail, but the video features the game's protagonist, Robin Graves, shortly before the start of the game in question, and gives a bit of context to the actual game itself. There's certainly a lesson to be learned in it somewhere, perhaps something along the lines of "don't go grave robbing."
Ghost Runner Game
The game is a side scrolling infinite runner where in which the player takes the role of an aptly named grave robber, "Robin Graves." Due to a ghost-related incident, the player must avoid ghosts and other graveyard-related obstacles while grabbing loot along the way. The original concept of Ghost Runner came to me while thinking about a number of recent games in popular media whose themes and concepts tricked players into believing they were cutesy, cartoon-y games, whereas in reality, they were horror games that mess with the players' minds. Games like Doki Doki Literature Club and Undertale took this concept and rolled with it, and the idea of subverting expectations by turning games into dark, gritty versions of themselves sounded like a wonderfully devilish and underused concept for me to toy with. Initially, Ghost Runner was to feature a mode after the player had gained a high enough score where in which the whole world would switch to a monochromatic, black and white color scheme and the elements of the game would turn from cute to more horror-like. This mode, which I dubbed the "Limbo mode" during development due to its similarities to the artstyle of the cult classic game Limbo, unfortunately never saw itself in the final build of the game due to time constraints and some bugs I was unable to patch out. The final game is just that: Cutesy and lighthearted, although the original files for the horror version are still present inside the game.
Team Fortress Branding Iron
Part of a larger mod project for the game, Team Fortress 2, I've spent time creating a number of new custom 3d models and textures. This one in particular is a branding iron based off of one from the game's concept art, and is textured to resemble a rusted iron with a white hot tip. The mod in question, Pre-Fortress 2, was in need of modelers, and I, looking for more things to throw onto my résumé, opted to join as a modeler due to my prior experience in the engine and in creating and importing models. Ironically, the branding iron wasn't a model that the rest of the team was particularly looking for at the time, but the one that was previously implemented was atrocious, looking more like a low poly torus mounted onto a marshmallow stick than a branding iron, so the team was more than happy with my recreation. The textures found in this project's files and images were temporary, but, admittedly, I think I prefer them to the final version, which looks a bit more like a metal rod melting into cheddar cheese than an iron. All in all, though, it was good modelling practice, and had made for a good game model.