

COMMUNICATION MELTDOWN is a multiplayer virtual reality game to be released on both the Oculus Rift and the HTC Vive. Players work cooperatively to avert disaster in this communication-focused game developed by Monster Vault Entertainment.
SKILLS DEMONSTRATED
STATUS
Project Lead
Lead Designer
Documentation
Set Design
Lighting Design
Sound Design
Post-Processing
Particle Effects
Shader Scripting
Unity Game Engine
Amplify Color
HTC Vive
Oculus Rift
Production completed December, 2018
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![]() Steampunk ReactorSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Steampunk ReactorSkills displayed: Set design, lighting, post-processing, shader scripting |
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![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting |
![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting |
![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Communication Meltdown PrototypeSkills displayed: Set design, lighting, post-processing, shader scripting |
![]() Communication Meltdown PrototypeSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Communication Meltdown PrototypeSkills displayed: Set design, lighting, post-processing, shader scripting |
![]() Communication Meltdown PrototypeSkills displayed: Set design, lighting, post-processing, shader scripting | ![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting |
![]() Communication MeltdownSkills displayed: Set design, lighting, post-processing, shader scripting |
COMMUNICATION MELTDOWN was an exercise in game direction, project management and studio leadership, but also gave me a chance to show off my lighting and post-processing skills in Unity. Balancing building a really great looking game with building a game that's well optimized is a major challenge, but I was able to accomplish just that with this game.
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