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Projects

Walk Cycle

This project focuses on creating a fundamental walk cycle animation, an essential skill in character animation. The aim is to design and animate a smooth, realistic walking motion that can be used as a foundation for more complex animations.

Skills Developed:

  • Character design and rigging

  • Understanding of animation principles

  • Proficiency in animation software tools

  • Attention to detail in creating smooth and fluid motion

Design and Production of Laser-Cut Game Pieces

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This project focuses on designing four distinct game pieces using Adobe Illustrator. The designs will be modeled in 2D and subsequently laser cut into physical items. Special attention will be given to the accounting for "kerf," which is the material loss due to the laser cutting process. The goal is to produce precise, functional game pieces that are both visually appealing and suitable for gameplay.

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Each custom game piece is a unique hand design, showcasing individual features that make each piece special.

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Game Engine

Concept:
Develop a 3D character controller using the p5.js library to create an interactive and immersive environment. The project aims to enable basic player movements such as walking, jumping, and crouching, while also ensuring the character interacts effectively with the environment.

  • Character Movement:

    • Walking: Implement functionality for moving the character forward and backward using the W and S keys.

    • Jumping: Create a jump mechanism that allows the character to jump when the spacebar is pressed, with proper collision detection to ensure the character returns to the ground.

    • Crouching: Enable the character to crouch when the Shift key is held, causing the camera to move down.

  • Environment Interaction:

    • Collision Detection: Ensure that the character interacts with the environment correctly, such as not walking through walls and adhering to boundaries.

Final Stand

In Final Stand, players control a character trapped in a zombie-infested arena. The game’s primary goal is to survive as long as possible while fending off increasingly challenging waves of zombies. Players can navigate the arena, shoot bullets in different directions, and strategically maneuver to avoid getting overwhelmed by the zombies.

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Features
  • Intuitive Controls:

    • Players use arrow keys to move their character and the Shift key to shoot. The direction of the shoot changes based on the player's movement direction.

  • Dynamic Graphics:

    • All graphics, including characters, zombies, and environmental elements, are custom-designed by Brody Bergerhofer. This includes a detailed title screen, in-game backgrounds, and various animations.

  • Zombies:

    • Zombies spawn at varying distances from the player and have different movement patterns. As the game progresses, the difficulty increases with faster and more numerous zombies.

  • Survival Mechanics:

    • The player must avoid being caught by zombies and manage their shooting to maximize their survival. Zombies will respawn and become more challenging as waves progress.

  • Scoring System:

    • Players earn points based on the number of waves survived. Upon death, the score is displayed, showing the number of waves survived and encouraging players to beat their high score.

  • End Screen:

    • When the player is defeated, an end screen appears displaying a death message, a blood slide effect, and the player's final score. Players can then return to the main menu or restart the game.

  • Fullscreen and Menu Options:

    • The game includes options for fullscreen mode and an interactive menu button for game navigation.

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