BRANTLY MCCORD TEACHES GAMES
  • Home
  • Teaching
  • Game Dev
  • Art
  • Resume
Burdy began as a foundational template for CGT game dev students at the Purdue Polytechnic Institute, but after enough added features and work hours, it grew its own identity. Not quite a bird, not quite a bunny, Burdy uses its curious bodily traits to fly, lift, listen, and ultimately, help others. Can be downloaded from itch.io and played by clicking here.
Developed in under a month independently, creating programming structures (visual scripting) and all assets from the ground-up using Unreal Engine 4, Autodesk Maya, and Adobe Illustrator.
A game about games in the guise of a platformer, Console Wars is a student project spanning a year of development. Parodying the history of games and integrating real technology pros and cons as game mechanics, the game was a success as an academic product and a favorite among classmates.
Developing team included Charles Kucharzak (level design and layout), John Bradin (sprites and animation), and Madison Holliday (environment and sound effects), with Dr. David Whittinghill as scrum master and Thomas Owens as a junior designer.
Collaborating with the Purdue University Envision Center and the Entomology Department, a Microsoft HoloLens mixed reality simulation of grasshopper dissection was born. Once finished developing, we tested our application against the pre-existing 2D web-based simulation to compare spatial learning benefits.
Developing team included Jordyn Lukomski (leader and programmer), Madison Holliday (interior modeling and texturing), and Amanda Luginbuhl (exterior work and animation), with Dr. Christian Oseto sponsoring the project and George Takahashi guiding our work and research.
Windfall was developed independently for the Spring 2018 Unreal Engine 4 Jam to capture the theme of transformation. With the wind at your back, held against the wall, bound forward against gravity and expectations. Can be downloaded from itch.io and played by clicking here.
Developed in 5 days independently, creating assets and all programming (visual scripting) from the ground up using Unreal Engine 4, Game Maker 8, and remixing SFX from Soundly and Freesound.org (credited in-game and on itch.io page).
The Wind Carries is a very brief non-conflict game about an elderly woman breathing life into her garden. Only so much can be done in a day- does a game without resolution maintain value?
​Among more than 15 grad-level graphics programming projects, The Wind Carries ranked in the top three.
Developed under the instruction of Dr. Tim McGraw, coded in Visual Studio C++ with OpenGL v3.3, including GLEW, Open Asset Import Library, Freeglut, FreeImage, and ImGui. All models, textures, and vertex animations were created using Autodesk Maya and Photoshop.
A pilot study to investigate significant differences between directional orientation retention while using a Virtual Reality head-mounted display versus standard Desktop monitors. The test was made in Unreal Engine 4 from a series of linear mazes, in which users had to locate a lost explorer and point their compass back to the memorized starting location.
Developing team included Jun Zhang (modeling and game observation), Natalia Siegert (UX design and player observation), and Shreya Randive (texturing and participant handling), with Dr. Yingjie Chen overseeing the project. All team members contributed to the literature review and research writing.
Picture
Picture
Picture
  • Home
  • Teaching
  • Game Dev
  • Art
  • Resume