Hi there! I'm Justin -- hope you enjoy my work!

fy_teleshotty

This was a custom map I made for Counter-Strike in high school. Players can only use the pump shotgun and their knife. The level is divided into different rooms, each with a different theme, connected by teleports.

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de_collateral

This was a custom level I made for Counter-Strike Source while I was in high school. I was focused on creating a compact map so that players didn’t spend excessive amounts of time simply looking for enemies, but at the same time offer lots of flexibility and replay value. I did this through the utilization of verticality and an abundance of intentional flow design that ensured all areas of the map played into each other in interesting ways.

Unfortunately I think I lost the file in a hard drive crash.

Raket

Raket was a hobby project I started in high school and continued to work on it a bit in college — it was the first time I’d ventured outside level design and developed gameplay. It ran in Gmod9 for HL2 running on Lua scripts that I was able to hack together. You can watch some footage I recorded while playing with friends online here. There are several classes, each with a very different playstyle.

Photo Japan

A few photos I took while in Japan in 2006 using my Canon S3 IS. I hope to find my backups and post more.

Shining Storm

Shining Storm was a collaborative school project done while I was attending UNT — the game is a bullet-hell shmup. I created all the art for the game.

It won 2nd place in a student game competition judged by industry professionals

  • Programming:

    Joe Swinbank
    Robert Mitchell Burke
    Robert Thompson

  • Art:

    Justin Pierce

  • Music:

    Yuichi Yoshigiwa

Terrible Television

Terrible Television was a collaborative school project done while I was attending UNT. I served mainly as art director and level designer but also did most of the main character.

It won 2nd place in a student game competition judged by industry professionals

  • Programming:

    Robert Mitchell Burke
    Robert Thompson

  • Art:

    Justin Pierce
    Christina Day
    Riley Cordova

Figure Drawing

These are some of the drawings I did in figure drawing classes using live models.

Project.D

Project.D was a hobby project that never got finished, but I still think the concept is neat. It was a 2D multiplayer dodgeball game with a sort of abstract zero gravity theme. It was made using Construct, a visual programming game maker. It was the first time I got to try making AI — they’d go fetch balls on their side of the court, pass to teammates or try to hit an enemy. Since the AI was intended to be pretty basic, AI bots had a different visual design from human controlled characters.

Digital Wind Chime

Dallas Museum of Art installation –
07.06.2009 – 01.19.2010


Short video: Link


The Digital Wind Chime translates wind into digital music. The more wind present, the more excited it becomes, resulting in more cheerful melodies. When left alone, it becomes sad and produces more down-beat tunes.

Pixel Coat Rack

The pixelated landscape was constructed with painted wood. The red map markers are Sanwa joysticks — the same hardware found in arcade machines in Japan.


SpaceJunk

Essentials
  • Trailer: Link
  • Website: Link
  • Play: Link
  • Platform: PC, Mac, Web

SpaceJunk was a hobby project of mine. It’s fully playable, but I don’t consider it done. You play as a large mech in a surreal zero gravity environment with innovative weapons and a unique take on capture the flag that puts a strong emphasis on teamwork. Check out the trailer.

It was a finalist in Kongregate’s first Unity competition (top 25 out of over 600 entries).

  • Concept Art:

    Chao Hui Lin
    “kitsu”
    Danilo Recevic
    Phong Nguyen

  • Additional 3D Work:

    Melissa Manlutac
    Zachary Russell

  • Sound:

    Logan McNeely

  • Everything Else:

    Me

FishMoto

Essentials
  • Trailer: Link
  • Website: Link
  • iTunes: Link
  • Play on PC/Mac: Link
  • Platform: iPhone, iPod Touch, Web

FishMoto is an iPhone game I created in 2011. I did everything except the music and a couple sound effects. It runs on the Unity game engine.

Underrated hidden gem with amazing level design!
-iosjailbreaks.net
Vibrant visuals
-appspy.com
  • Music:

    Chad Dickson

  • Additional Sound FX:

    Samuel Justice Link

  • Everything Else:

    Me

NYAN 3D

Essentials
  • Trailer: Link
  • Website: Link
  • iTunes: Link
  • Platform: iPhone, iPod Touch, iPad

I was contracted to do the programming for NYAN 3D. Some of the features include:
  • Procedurally generated obstacles to ensure a fresh experience every time you play
  • Four additional characters to unlock, each with their own music and lighting effects
  • Buy the IAP to unlock Grid Cat with unique obstacles
  • Rack up bonus points by chaining together near misses
  • Collect coins for super speed and shields
  • Game Center leaderboards and achievements

Portfolio App

Essentials
  • Platform: iPad

This is a quick app that I made in a day using Unity for a friend to show off his 3D portfolio. You could move the camera around, toggle an additional spotlight, take away layers of the 3D model, and enlarge image thumbnails of reference material. It’s not on the App Store — it was simply used for an interview. He provided all the artwork.

Cake Day

Essentials
  • Website: Link
  • iTunes: Link
  • Platform: iPhone, iPad, iPod Touch

Cake Day is an app I created in 2012 that lets you send interactive 3D cakes and blow out the candles. I wanted to explore ways to use Unity’s strengths for non-game apps.

Telos

  • Website: Link
  • Platform: PC, Mac, Linux

Rethinking the competitive first person shooter