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Set in Stone is a cooperative first-person multiplayer game about cavemen protecting a fire from pre-historic enemies.

  • Players gather sap in a large cave-system to keep the fire going and light up new rooms.

  • Currently in development as a collaboration project. It is intended to be a landmark project for SCAD, paving the way for future collaborative year-long projects with the intent of releasing a finished game.


I have contributed in the tech and art departments as well as ideation. My work on the project can be viewed below!

You can find the game on Steam here!

PROJECT BREAKDOWN

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With this project, I've been working on a large team with set roles and the goal of fully finishing a project for an official multiplayer Steam release.

As a result, I feel I've gained a lot of experience collaborating in different aspects of game development using Unreal Engine with team members in a professional setting, using sprint sheets for weekly tasks and Perforce for version control.


I've gotten to contribute tech, art, attend design meetings, and create documentation for the project. I've been honored to work with the extremely talented team members this past year!

CONCEPT ART

I have gotten to work with the art team on some concept art for both the environments and enemy/creature designs, as well as 3D blocking for the enemy model.

Working on concept art in a team has been great for learning how to implement feedback from an art lead, as well as practice research, ideation, and trying to follow the style of an art bible.

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ANIMATION

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Being between tech and art on this project, I've become especially involved in animation, both in and out of engine. I've gotten to document and figure out our animation pipeline from both Blender and Maya to Unreal, as well as helping on-board new animators.

My work involved all enemy and player rigs and animations, as well as actual animation implementation using Animation Blueprints. Along the way, I've learned a lot about in-engine weight painting and rigging with controls and IK/FK in Maya for bipedal non-humanoid characters.


This project being a multiplayer game meant I worked on both the first person and third person animation functionality and pipelines, which has greatly expanded my ability to animate for any kind of game.

TECH

Procedural Hand Animations
I worked on procedural hand/camera sway when turning to make for smoother game feel and add to the "caveman" feeling of the game. These were programmed using blueprints rather than animation sequences or montages.

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Damage
Created damage indication system to show a vignette and damage animations based on the side the player is getting hit from for easier legibility.

UI/Menu Design
Worked on the beta UI/menu/pause screen systems as widgets, creating art for buttons, the logo, and inventory.

Animation Blueprints/Rigs
I have been in charge of making and working on animation blueprints and control rigs both in-engine and in Maya/Blender for the project.

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Tutorialization
Created the games "Toast" (Pop-Up) progressive tutorial system to guide new players based on playtest and design feedback, as well as pop-ups for upgrades.

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