Knife Trick
On the Jovian ice moon of Europa, wage a one machine war with only your knives.
Role:
3D Artist, Narrative Lead
Duration:
3 Months
Team Size:
5
Engine:
Unreal Engine



New Skills
This was my first major group project in game development. It taught me how to work effectively on a team over an extended development cycle. The game evolved significantly from the original idea over the course of development. We were all proud of the work we did to bring this game to fruition.
This project helped me learn how to develop proper pipelines for building meshed, rigged, animated and painted models rapidly. I was able to create a host of enemies on a strict timeline. This timeline allowed us to create and develop a boss enemy at the end of development, which as a result of it's complex AI and animation suite, makes it one of the toughest things we worked on but remains something I am proud of.



Project Postmortem
This project set a high bar for team collaboration. Our group was communicative, dependable, and determined to deliver our best work despite numerous setbacks and tough choices. We disagreed at times, but those discussions ultimately led to stronger decisions and a better final product than any one of us could have created alone.
I loved working on this project. It taught me a great deal about being a vision-holder, developing under tight deadlines and collaborating effectively. The game evolved significantly from its original pitch, but we all walked away proud of what we built together. As a result, I was able to gather experience through the lens of working with everyone on the team. Working with people from every discipline and having them come to me to ask if something should be a certain way was a worthwhile experience that taught me much about managing team effort and coordination.
Let's Work Together!
Reach out to me to connect about projects or opportunities.
Maxwell Q.E. Moelis
720-614-1081
maxwellquinngamedev@gmail.com
Based in Salt Lake City, UT