Randall Stephens
Making games, all sorts.
72 Hours

Full Sail University - Team 72 Hours - Nov. 2017- Mar. 2018
Software:
Unity, Visual Studios, Blender, Google Apps (Drive, Doc, Draw, Sheets), Perforce, Discord
Role(s):
Lead Level Designer, Game Designer, Programmer, 3D Modeler
An alien virus has been ingested by a human host, and must make it's way through the digestive system to get into the host's bloodstream before it's 72 hour lifespan is up. The alien virus will have to battle the host's immune system, infect sensitive areas, and face off against bosses in each organ on their way to bodily invasion.
72 Hours was made as the final project of 5 Game Design BS Full Sail University students, with the help of a prof/producer, and a team of Game Art students; based off of the game pitch of another student. After the initial design phase, I was responsible for developing the weapon systems for both the ranged and melee attacks, before taking on the role of lead level designer; where I was responsible for designing and blocking out all 5 levels, and finalizing the levels for: Mouth, Esophagus, Stomach, & Intestine.
Snacking Frenzy

Full Sail University - Team D5 Studios - Mar. 2017
Software:
Google Apps (Drive, Doc, Draw, Sheets, Hangouts)
Role(s):
Game Designer, Concept Artist, Illustrator
Vegetables and Junk food are in a battle for dominance as the greatest snack food and are trying to take the other off the board. While the junk food is trying to destroy the fruit and vegetable crops, the veggies are trying to take out the vending machines where the junk food has the most power.
Snacking Frenzy is a board game based around the theme of creating an analog strategy game, with a team of 5 Game Design BS students. Aside from assisting in the design and quality assurance testing my main contribution was with the artwork used in Snacking Frenzy. I designed and developed all of the artwork for the cover, characters, and territories.
Inner Demons

Full Sail University - Co-op Game Devs - 2017
Software:
Unity, Visual Studios,Google Apps (Drive, Slides), Discord
Role(s):
Game Designer, Level Designer, Programmer
Unity-Chan awakens in a city riddled with demons and destruction. She has a chance to make it out alive, but only if she is careful to avoid the striking gaze of the monsters left roaming the ruined city streets. Along the way Unity-Chan has a chance to collect the memories of those that were lost.
During this one month school jam session a fellow student and I teamed up to take it on. While he focused on developing the AI for the enemies I focused on creating the level with a key note on creating an eerie atmosphere to relay the doom and gloom feel of a demon inhabited city.
Urban Asylum:
Small Town Life - Pitch video

Full Sail University - Solo Game Pitch Video - May 2017
Software:
Google Apps (Drive, Slides), Pixel Studio, SoundCloud
Role(s):
Game Designer, Video/Audio Editor, Pixel Artist
Asylum is a quaint little town that has seen better days. In an effort to restore itself, the town takes on the incarnation of a new resident and begins trying to work with the last two residents that were too stubborn to leave or to work with one another. Only with their help, though, can the town of Asylum find the reinvigorating energy it needs.
This game pitch video project was a contest, of sorts, to make it into the group of projects students could choose from for our capstone project. This was a concept I had before I started school and took a few iterations to get it potentially build-able during the 4 month time span students would have for the final project. Unfortunately it did not make the cut, but is a project I still want to develop.






































