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TAYLOR POPE

System Design / Gameplay Programming

I'm a creator who loves to wrestle with large problems. The bigger the challenge the more fun it can be to break it into pieces. From gameplay balance to economic simulations I have a passion for numbers and iteration. 

Whenever I can I work in groups because my best designs and ideas come from collaboration. I love the people and the projects I've worked on.

Here's some of my recent work.

Mission Statement

Capstone Game

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Harbinger Of Spring is a Multiplayer FFA First Person Shooter focused on mobility and verticality. The project is a BFA  capstone project. The game focuses on asymmetrical objective based play set in an ancient alien temple.

Systems & Gameplay Design

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Pik N Pop

Pik N Pop is a two player Co-op Tower Defense/ Shooter game focused on teamwork. The Alpha was created in 8 weeks by a team of four. The game's design focuses on interdependency  and player choice to create tension and challenge.

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Dollars & Denarii

Dollars & Denarii is an economic simulation tool of a small theoretical medieval town. The simulator was created in 9 weeks by two people. Using real economic theories the simulator is a tool for game developers, economists, educators, and anyone else interested in economics.

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Syndicate

Syndicate is a two player board game. It incorporates elements of strategy, deception, and resource management. The game was first created in 4 weeks by a team of five, and then later edited and revised over 6 weeks by a six person team. Syndicate was a finalist in the 2018 SCAD Entelechy competition.

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Lords & Lands

Lords & Lands is a DnD 5e expansion frame work for city-building and mass combat. The book was created over 8 weeks by five people. This book focuses on adding new late game macro features for players to explore and integrate into their own DnD experiences.

The Knight
Harbinger Class

The Harbinger class is a DnD 5e homebrew made by me and my DM over the course of a few months. The class is derived from the Oathbreaker Paladin and is an example of an evil or fallen Paladin that is not a Warlock.

Gameplay Programming

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Safe Haven

Safe Haven was a Game Jam title with a simple fetch quest mechanic. The game was made by 13 people in just 48 hours. The objective of the team was to learn and develop skills rather than create a competitive product.

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Time Jump

Time Jump is a tech demo built around the idea of switching an environment in the 3D space. I was inspired after playing the Titanfall 2 campaign and wanted to try and create a similar system in UE4 Blueprint.

Game Art

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Bottles

Bottles was a material transition project I did in a four weeks. I created the textures in Substance Designer and brought them into UE4 where I then made the materials and blueprints to facilitate the transition.

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Mage Study

Mage Study was an interior environment based on a low fantasy world. Using a variety of software and techniques I built the environment from concept to completion in 10 weeks. 

Gameplay Programming
Systems Design
Game Art
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