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ROMAN STOKES

Explore My Work

I am a recent graduate of Michigan State University, earning a Bachelor of Arts in  Media and Information with a minor in Game Design and Development. I am currently pursuing a career in Game Development, concentrating on Level Design. 

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Since the beginning of my journey in game development, my studies at Michigan State University, dedication to the craft, and motivation to grow have led me to exceptional projects and experiences. Take a moment to explore my portfolio below, which includes a variety of different projects related to animation, game development, level design, and more! Please don’t hesitate to reach out if you’d like to learn more or collaborate!

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Home: Welcome

Games

Control your bot as you try to survive a free-for-all arena of carnage! Direct rockets at those who oppose you using your portal grenades. Eliminate the competition to become the champion.

Robo Redirekt is a 4-month, semester-long project for MI 498, Collaborative Game Design course at Michigan State University. I worked as the Level Designer on an eight-person team. The game contains 10 unique arenas that can be played with up to four people.

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Contributions:

  • Designing and implementing levels within Unity

  • Iterating levels

  • Creating surveys and conducting playtests, tracking feedback using Google Forms

Final Gameplay Screenshot

Final Gameplay Screenshot

An in-game screenshot of a one-versus-one match, featuring level 3: Battle Bowl.

Final Gameplay Screenshot

Final Gameplay Screenshot

An in-game screenshot of a one-versus-one match, featuring level 6: The Pit.

Final Gameplay Screenshot

Final Gameplay Screenshot

An in-game screenshot of a one-versus-one match, featuring level 2: M.B. Arena.

Overtime Screenshot

Overtime Screenshot

An in-game screenshot of a match in overtime, the player is only allowed the hammer power-up.

Alpha Gameplay Screenshot

Alpha Gameplay Screenshot

An in-game screenshot of a one-versus-one match, featuring level 2: M.B. Arena .

Early Gameplay Screenshot

Early Gameplay Screenshot

An in-game screenshot of a one-versus-one match, featuring level 3: Battle Bowl.

Paper prototype of 1st level

Paper prototype of 1st level

This is the very first level that was drawn up. The goal was to try to find out what just what about the levels made the game more fun and what was the best size to keep the game play fast past for 2-4 players.

1st Level Prototype

1st Level Prototype

Once the 1st level was built in Unity changes where made from the paper design.

Symmetrical Level Paper Prototype

Symmetrical Level Paper Prototype

This level was built in an effort to see is symmetric levels worked best. We concluded they did and made mostly all the levels symmetrical since this, in an effort to keep the playing field even for all players.

Symmetrical Base Level Early Prototype

Symmetrical Base Level Early Prototype

An early prototype of the symmetric level in Unity

Home: Gallery

unBOOlievable  is a 3D mobile puzzle game where you use turn-based grid movement to collect candy and avoid monsters. Play as the unfortunate mummy child grounded on Halloween. It’s unfair the other monsters keep all the candy!
Can you steal all of it and escape?

UnBOOlievable was a 4-month semester-long project for MI 497, Game Design Studio course at Michigan State University. I worked as the Level Designer on a ten-person team.  Production of the original Unboolievable game began the Spring semester of 2019 as a 2D PC game then later remade for 3D and mobile for the Fall of 2019.

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Contributions:

  • Prototyping and iterating levels on paper and in Unity

  • Designed enemy movement paths

  • Placed various mechanics and props to create a unique and engaging experience within levels 

Level 3 Paper Prototypes

Level 3 Paper Prototypes

Various Prototype ideas for level 3.

Level 3

Level 3

The finalized version of level 3 from a top-down view.

Level 5

Level 5

Top-down view of the final version of level 5.

Level 6 Paper Prototype

Level 6 Paper Prototype

An early paper prototype of Level 6.

Level 6

Level 6

Top-down view of the final version of level 6.

Level 7 Paper prototype

Level 7 Paper prototype

One of the few paper prototypes for level 7.

Level 7

Level 7

Top-down view of the final version on level 7.

Level 8 Paper Prototype

Level 8 Paper Prototype

Paper prototype of level 8 with a color coded key.

Level 8

Level 8

Top-down view of the final version of level 8

Home: Gallery

Four Dinos was a six-week project for MI 445, Game Design and Development 1 course at Michigan State University. I worked as the Level Designer on a six-person team. Each level of Four Dinos introduced a new mechanic using a new playable character. This was taken into account when designing levels for the game to make sure each mechanic was used to is full potential.

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Contributions:

  • Designed paper and 2D levels in Unity

  • Implemented enemies and traps

  • Iterating levels based on internal and external playtesting

Level 2 Screenshot

Level 2 Screenshot

This character has a dash ability. When designing levels with this character enemies (in red) where placed so that the player was forced to dash through them to avoid taking damage

In-game screenshot

In-game screenshot

This character has the ability to fly over obstacles. Lava was use in levels so the player was forced to use the flying mechanic

Level 1 screenshot

Level 1 screenshot

THis shows or player flashing red once damage is taken. This character is the only one that can attack enemies. Levels with this character contain more enemies than obstacles.

Level 5 Screenshot

Level 5 Screenshot

This character has the ability to break obstacles. Obstacles are the focal point of level dedicated to this character.

Freeing a new character

Freeing a new character

New playable characters are unlocked by completing levels and making it to the cage the are imprisoned in.

Level 1 screenshot

Level 1 screenshot

Level 4 Sketch

Level 2 Paper Prototype

This paper prototype include enemies and there movement path along with the main goal at the center of the map

Level 2 Sketch

Level 4 paper prototype

Level 5 sketch

Level 5 Paper Prototype

Home: Gallery

Four Dinos is a 2D single-player adventure game. Take control of four Dino siblings on a journey to save their unborn brother from the clutches of the Velociraptor Gang.

Other Work

Home: Work

Contact

Interested in learning more about my work or how we can collaborate on an upcoming project? Reach out today.

Thanks for submitting!

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Home: Contact

RESUME

Education 

Michigan State University                                                                                                                                                    August 2016-May 2020 

East Lansing, MI  

3.54 GPA   

Dean's List: Fall ‘17/Spring ‘18/Spring ‘19/Fall ‘19/ Fall '20/ Spring '20

Bachelor of Arts in Media and Information 

  • Studied production of print, broadcast, film, and interactive media.  

Game Design and Development Minor 

  • A 2-year cohort-based program that is limited to 40 students per year, #7 program in the world (2020 Princeton Review)

  • Studied production of games focusing on game and level design while also gaining programming and 3D and 2D art experience 

 

Game Development Experience  

Robo Redirekt (class project)                                                                                                                                             January 2020-May 2020 

Level Designer/Game Designer 

  • Designed 3D levels in Unity 

  • Held playtests involving students and faculty and adjusted levels based on player feedback 

UnBOOlievable: The Mobile Game (class project)                                                                                         September 2019-December 2019 

Level Designer 

  • Concepted and built 3D levels in Unity  

  • Designed enemy movement, and placed various mechanics to create a unique and engaging experience within levels 

Four Dinos (class project)                                                                                                                                        November 2018-January 2019 

Level Designer 

  • Designed paper and digital 2D levels in Unity 

  • Implemented enemies and traps within levels using Unity 

 

Work Experience (Non-Game Development) 

StockX  LLC                                                                                                                                                                      February 2021-June 2022 

Detroit, MI 

VIP Customer Service Representative (Sep 2021-Jun 2022) 

Customer Service Representative (Feb 2021-Sep 2021) 

  • Assisting customers with order and account issues through live chat, email, and phones 

  • Collaborating with the needed internal team or carrier to assist customers 

MSU Retail Food Courts                                                                                                                                                    January 2018-May 2020 

East Lansing, MI 

HR Assistant (Jan 2018-Jan 2019) 

Onboarding Specialist (Jan 2019-May 2020) 

  • Interviewing applicants, contacting new hires, and leading orientation sessions

  • Auditing employee files to ensure all training is complete 

MSU Union Quick Service Restaurants                                                                                                                 September 2016-January 2018 

East Lansing, MI 

Crew Lead 

  • Organized crew member breaks and assigned stations for employees throughout  

  • Attended and took notes at monthly meetings, to improve my efficiency and productivity 

 

Skills/Qualifications 

• Familiar with Substance Designer, Substance Painter, After Effects, Premiere, C# 

• Knowledgeable in Microsoft Office, Photoshop, Illustrator, Maya, Unity, Unreal 

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