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Games Developer
 
Welcome to Alice Halley's Digital Portfolio
 
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Minecraft Dungeons: Echoing Void
Minecraft Dungeons Expansion
 
ROLES:
ENGINE:
DURATION:
VFX/Technical Artist
Unreal Engine 4
3 Months
ABOUT:

On this incredible project I had the privilege to define large visual aspects of The End in this climactic expansion. I was responsible for designing VFX for the World, the Mobs, Hero Assets, and the Final boss itself, delving into the iconic visuals of the franchise, and pushing them to the limits.

Minecraft Dungeons: Hidden Depths
Minecraft Dungeons Expansion
 
ROLES:
ENGINE:
DURATION:
VFX/Technical Artist
Unreal Engine 4
3 Months
ABOUT:

I took a deep dive into the awesome aquatic world of Minecraft Dungeon's expansion, Hidden depths. I utilized modern rendering techniques to add a vibrant flare to many beautiful Environment assets, Weapons, and Mobs, using VFX and Shader work.

11:11 Memories Retold
 
Historic Adventure Game
 
ROLES:
ENGINE:
DURATION:
3D Artist
Unity
1 Year
ABOUT:

A historic story telling adventure game from world renowned Aardman Animations, told from the perspective of two protagonists through the harsh landscape of world war 1.

I made various contributions as a full-time 3D artist; such as Environments, Props, and Characters at Aardman Animations Headquarters in Bristol.

1200px-Aardman_logo.svg.png
The Lenses
First Person Horror Game
 
ROLES:
ENGINE:
DURATION:
Sole Developer
Unreal Engine 5
5 Weeks
ABOUT:

A short form solo game that was launched in just over a month after development started. The concept emerged from some exploration into Unreal's rendering systems. I loved the findings so much I felt it deserved it's own game, so I designed a sophisticated AI to drive an unearthly horror, with atmospheric levels to match.

GUN JAM VR
VR Action Rhythm Shooter
 
ROLES:




ENGINE:
DURATION:
Lead Technical Designer, 3D Artist, 2D Artist, Technical Animator, Programmer, Gameplay Designer, Level Designer, VFX Artist, UX
Unreal Engine 4
1 Year
ABOUT:

During the development of this awesome, off-the-walls rhythm shooter I stepped into the shoes of many disciplines so that we could cover all ground as a small versatile team. I was responsible for defining the direction of many areas of the game, including gameplay design, visual style, systems, and the level design.
As a Technical Lead I built a suite of custom tools for UE4 that allowed us to Rhythm Map, Script Encounters, and Build Assets.
In addition to this, this project was an exciting technical challenge, and we had to figure out how to do things never done before. I have never learned more during such a short period of time during this great project.

PERFECT MATTER
 
Chaotic Twin Stick Shooter
 
ROLES:
ENGINE:
DURATION:
Sole Developer
Unreal Engine 4
5 Months
ABOUT:

My first Solo Developed commercial title. best described as classic feeling, energetic twist stick shooter where you amass independently powerful upgrades that synergize into world shaking phenomena, and use them to lay waste to countless entities across a dying universe.

ORBEATS
Sports Action VR Game
 
ROLES:

ENGINE:
DURATION:
Prototype Lead, Technical Designer
Unreal Engine 4
3 Months
ABOUT:

My involvement with Orbeats began with the conception of the Prototype, during which I wore all the hats to bring the experience to life.
Even after a development period with a robust and capable team, much of my original assets (Enemies, Power Ups, Attacks, Gameplay Systems, and Mechanics) persisted into the final game.

Apotheosis
Lovecraftian Tower Defence
 
ROLES:
ENGINE:
DURATION:
Sole Developer
Unreal Engine 5
2 Days
ABOUT:

I participated in a Ludum Dare Weekend Game Jam to produce my interpretation of a game with the theme "Summoning"; a Lovecraftian Tower Defnece Game, with modern data driven gameplay, hand designed art tools, and component driven programming that made a game like this possible in the short time that I worked on it.

WILDBORN
 
Adventure Sidescrolling Platformer
 
ROLES:
ENGINE:
DURATION:
Sole Developer
UE4
3 Months
ABOUT:

The game I always wanted to make; Wildborn is a Level Design and Environment Art project where I spent a lot of time refining Mechanics, Game Feel, and Flow. It was inspired by some of the first games I ever played, and I had the great opportunity to put my skills towards my ideal game.

This project couldn't be where it is without the assistance from my outsourced developers.

View The Detailed Dev Blog Here: https://blogs.tees.ac.uk/wildborn/

Poster-ChristianMaund-Wildborn.png
Marbelous
Global Game Jam Project
 
ROLES:
ENGINE:
DURATION:
Technical Design Lead
UE4

2 Days
ABOUT:

Backed by a small team of enthusiastic university students, we concepted and produced a meditative and deeply satisfying puzzle experience, where you grab and move pieces to complete the track for your marble.

Lofi Beats to Find Items To
Global Game Jam Project
 
ROLES:
ENGINE:
DURATION:
Design & Level Design
UE4
2 Days
ABOUT:

Teaming up with a few colleagues, we worked on a cute and therapeutic game where you explore a warming and vibrant world while searching for an array of lost items.

SOLICITUDE
 
Global Game Jam Project
 
ROLES:
ENGINE:
DURATION:
Sole Developer
UE4
1 Day
ABOUT:

Spent a sunday afternoon making my submission to the Global Game Jam 2020, under the theme "Repair". Solictace is a VR arcade shooter, where you must obsess over slowly falling pillars to acumulate the highest score possible.

Table-Top Titans
 
Mobile Game Jam Project
 
ROLES:
ENGINE:
DURATION:
Sole Developer
Unreal Engine 4
1 Week
ABOUT:

This was a Versatile Chess game produced for a game jam. Chess pieces are fully programmable through variables, allowing developers to add any piece they desire.

This allowed for a multitude of new pieces to be added. It also supports a variety of different board sizes.

WARLOCKS
 
PVP - Fantasy Arena Shooter
 
ROLES:
ENGINE:
DURATION:
Sole Developer
Unreal Engine 4
4 Weeks
ABOUT:
Warlocks was a small University project, in which I was required to produce and present two 'Artefacts' of his choice.
Unlimited creative freedom lead me to tackle the unusual concept of producing two Player vs Player environments for the online game concepts 'Warlocks', a Fantasy arena shooter, where players cast spells, and utilize crystalline weapons to fell one another.
TIDAL
 
PUZZLE SURVIVAL
 
ROLES:
ENGINE:
DURATION:
Level Designer - 3D Artist
Unreal Engine 4
2 Days
ABOUT:

My first ever game jam was at Teesside university. I worked in a small team of individuals, and saw it as an experience where I could learn new skills and get a first look at the Unreal engine. 

For this project, I did 3D Art and my first bit of level design in the unreal engine.

SKIES
 
2D Mobile
 
ROLES:
ENGINE:
DURATION:
Sole Developer
UNITY
6 MONTHS
ABOUT:

Although it was My very first finished game, i still admire it and consider it one of my most successful projects. 

Being a 3D artist Primarily, i still attempted to make a 2D game from scratch; programmed in Unity and designed entirely my self.

The particles, music and visual style really gave skies its charm. It is the perfect example of my attempt to produce something completely out of my comfort zone.

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