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Vagrant.exe Design Portfolio
This is my senior thesis, Vagrant.exe a horror game themed in a call center I use to work at. I was heavily inspired by Silent Hill, Twin Peaks and Amnesia.

Vagrant.exe Main Menu
This visual is for the late 70s office computers running DOS and CRT monitors.

Pitboss
A clear render of the Pitboss creature. I produced this during my concept art final. I wanted to play with anatomy for an interesting rig and animation process.

VagrantFattyRigAttempt.PNG
After a quick zbrush sculpt, I quickly got him retopologize in Maya to begin the rigging process. I was unable to complete the rig and I had to cut it to make my thesis deadline. I still have the file and will implement this rig.

Vagrant Cubicals
This is a gameplay capture of the scene in the engine. A fog effect in a Twin Peaks style and some flickering lights can work wonders on the mood of the interior space.

Vagrant Cubicals_2
The vision gets a bit distorted when observing at long distances. This was my method of breaking up the interior space just enough to second guess what they may be trying to observe without making the scene pure darkness.

Vagrant Cubicals_3 with Enemy
The result of the silent hill style fog, with a red hue is to mask the enemy AI, the stand in for the pitboss. An angry pill man with menacing audio attached to him to give the player audio cues to avoid him.

Vagrant Cubicals Top-down View
This is the current level of the current build from the top view.
The player starts on the far bottom right (South East) hallway.
Each blue beacon is a waypoint which is an array of points for the Enemy AI to patrol in an unpredictable pattern.
The player starts on the far bottom right (South East) hallway.
Each blue beacon is a waypoint which is an array of points for the Enemy AI to patrol in an unpredictable pattern.

Vagrant Cubicals_Revision 2020
The floor plans have been revised to better define each space. The scale is much larger so there are likely a few tweaks to consider once gameplay is reintroduced.
The Red geometry here is the color of the stairwell leading to a sublevel of the office space.
The player will start in the South East Entrance. Which will be a small tutorial before they enter the call center.
The Red geometry here is the color of the stairwell leading to a sublevel of the office space.
The player will start in the South East Entrance. Which will be a small tutorial before they enter the call center.

Vagrant Base Floor Stairwell_Revision2020
This is a Maya screen capture facing the stairwell to head to a lower floor of the Call center office.
This took its toll on my interior design knowledge. Spacing the each floor to get the run to logically fit into place was a real challenge for me, and I nailed it.
This took its toll on my interior design knowledge. Spacing the each floor to get the run to logically fit into place was a real challenge for me, and I nailed it.

Vagrant Sublevel Stairwell_Revision2020
This is directly below the previous shot of the stairs of course. My logic for adding another floor is to gradually break design rules.
So that each player will feel vastly different when entering or leaving each floor.
That means setting up a series of motivations to progress the player to these locations, and making them aware they exist.
I have many methods prepared to program into place.
So that each player will feel vastly different when entering or leaving each floor.
That means setting up a series of motivations to progress the player to these locations, and making them aware they exist.
I have many methods prepared to program into place.

Vagrant Sublevel Floor_TopDownView_Revision
This is a shot of the lower floor, which is not as full. I'm taking a slightly different approach to how this space functions for the players, and what kind of mood it will set.
I want each floor to defy a design concept and gradually introduce chaos.
I want each floor to defy a design concept and gradually introduce chaos.

Vagrant Extrior Rear Entrance_Revision2020
Here is the exterior shot in Maya of the rear entrance. This is the spawn box for the player, as well as the starting point.
It will contain a brief tutorial on movement and game objectives. There is no ground geometry so there is a glimpse of the lower floor as well.
It will contain a brief tutorial on movement and game objectives. There is no ground geometry so there is a glimpse of the lower floor as well.

AI Code
This is hardly an AI. The AI is set up to check an array of waypoints.
Then depending on which state is active: Travelling, Idling, or Forward.
Each changes every frame but inconsistently enough to prevent bouncing in any loops.
He also has a soft counter, which after long periods of gameplay will narrow down player location to force an encounter.
Then depending on which state is active: Travelling, Idling, or Forward.
Each changes every frame but inconsistently enough to prevent bouncing in any loops.
He also has a soft counter, which after long periods of gameplay will narrow down player location to force an encounter.
Vagrant.exe is also included in the Indiepocalypse bundle! Which includes many other talented developers.
Below is a play-through which I am going to shorten in the days to come.
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