jmarmenta@outlook.com
Hello all, my name is Jose Manuel Armenta, I am currently a student at Academy of Arts University. I am expected to graduate May 2026 with my A.A. in Game Design. All the work in this portfolio was created and designed by me and it showcases my current talents and abilities.
Jose Manuel Armenta
Game Design Student
Escape From Rookhelm (Tanto)
Escape From Rookhelm is a stealth level I created and designed. It takes you to the world of Tanto where Yuki has been captured by Captain Zoko, the leader of the Tanto Empire. She must escape the prison to continue her search for Legala, a powerful weapon that can change the fate of Tanto.
The level sets you trapped in a prison cell where you must find an item to get out. You then talk to NPC’s to find information about how to get out of Rookhelm. When you find out what to do, you leave the room and enter the Rookhelm prison where there are guards patrolling every area.
I used stealth gameplay mechanics to avoid moving guards with vision cones that let you see their movement and shows the distance they can detect you. If the player is detected the level is failed.
There is a trap door that I set up at towards the end of the level that was used to demonstrate more stealth gameplay.
I used Unreal Engine 5 to build and create the level, and used Unreal Engine Blueprints to script the level. The guards are moved using Unreal Engine Sequencer for simple animations. I created all assets in the level using Unreal Engine Brushes.
(Click on Image to view Video, Screenshots, and Documentation)
Graveyard Manor
Graveyard Manor was created as a narrative-driven level that features interactions and a puzzle. The story sets you in the role of David May who is in a deep forest looking for the whereabouts to his beloved Manu Graceson and his only clue is a manor he has discovered where Manu Graceson was last heard of. The level was created and designed entirely by me using assets I created and was provided by the class module template. I used audio to narrate and visual cues to keep the narration going.
I used Unreal Engine for the level, and Unreal Engine Blueprints to script the level.
I also created the Paper Map using Adobe Photoshop.
(Click on Image to view Video, Screenshots, and Documentation)
Desert Temple
Desert Temple is a third-person narrative driven adventure level. It places the hero David May in a Temple seeking answers to the ruins mysterious state. He must find an NPC to help him figure find the relic he is looking for - an alien craft hidden deep within the temple. The level has a two immersive puzzles that allow the player to interact with. One of the puzzles includes finding tablets and another digging through an excavation site.
The level is scripted with Unreal Engine Blueprints. It has immersive cutscenes and audio.
(Click on Image to view Video, Screenshots, and Documentation)
Unreal Engine Scripting Labs
The Unreal Engine Scripting Labs were projects I had for a semester which had objectives of what the scripting that was required had to do as the player would interact with the environment. Each lab had its objectives and each was weeks of work to get done. I learned how to visually script using Unreal Engine Blueprints, debug issues that were arising with the scripitng, a curate and maintain a visually appealing environment with assets that were to be made by me to represent each obstacle or some that were provided for the class.
(Click on Image to view Scripting Lab Videos)
UI/UX For Mobile Games
This are projects I did for UI/UX design of Mobile Games. I received excellent grades on these project. They show the capabilities I have to provide concepts that I envisioned from scratch to something that I can be proud of doing and working on. I consider them some of my best work. I used mainly Adobe Photoshop to do these projects and some Adobe Illustrator. I hope you enjoy my collection.
(Click on Image to View UI/UX for Mobile Games Screens and Wireframes)
3D Modeling
These are projects I did at the beginning of my years at Academy of Arts University. They reflect the current capabilities I currently have. They are accomplishments I have created and designed myself, and I am proud of the work I have done. I would primarily use Maya , Zbrush, Substance 3D painter, and other minor software to finish these works.
(Click on Image to View 3D Modeling works)