Ryan Bone’s Game Art Portfolio
Small-Scale Games
“Restaurant Rush”
Made during Ryan’s Spring 2021 (6th) semester at GMU. Created for the “Nintendo DS Game” assignment in Professor Dieterich’s GAME 330 Computer Game Platform Analysis course. Part of a group project, but all art, outside of the menu systems, were created by Ryan Bone.
Ryan was assigned to a team and tasked to make a game that functioned with the limitations and benefits of the Nintendo DS in mind. The team was given a Unity project that had a Nintendo DS environment to work in, along with controls already implemented (based on the touch pad, and buttons), made by Professor Dieterich. Outside of these programming and base visuals that made the game function like a NDS game, all art and programming were made by the development team. This group consisted of Kaitlyn Flynn, who made sound effects, Bobby Bronaugh, who worked on the main menu art, music, and additional sound effects, Kevin Phan, who made the idea for the game and handled the coding, and Ryan Bone, who designed the gameplay concepts, made all the art assets (in Adobe Photoshop with an XP-Pen Tablet) and created assets lists to organize the sound team.
Ryan’s gameplay and art designs were made with the Nintendo DS’s technological limitations in mind, and is an arcade-style high score game. The game consists of the player attempting to get the high score by fulfilling as many orders from customers as they can before the timer runs out. The player makes the burgers by pressing certain parts of the screen, and dragging ingredients towards each other to make the burger with the right toppings to keep the customers satisfied.
“The Haunting of Harrison Hall”
Made during Ryan’s Fall 2020 (5th) semester at GMU. Created for the “Final Project in Unreal Engine” assignment in Professor Willis’ GAME 310 Game Design Studio course. Part of a group project, but all art shown below (outside of the video) was made by Ryan.
Within a group, Ryan was tasked to make a game in Unreal Engine that had a serious theme, with a deadline in a month and a half. The team consisted of Brendan McDermott, who made the ghost character model, and the models, animations, and textures for the props, Kevin Phan, who coded and implemented the assets, and Ryan Bone, who made the concept art and character designs, the main character model and animations, the environmental models including: hallways, doors and stairs. Ryan made the 3D models in 3ds Max, while making the textures for those models, and the concept art in Adobe Photoshop with an XP-Pen Tablet.
As a team, they came up with a game that revolves around the idea of the stress experienced as a college student. They present this theme by revolving the story around a student collecting study sheets and rushing to do their Resident Advisor tasks, while being chased by a ghost of a student, which was turned into a monster out of their stress. To fit with the theme of stress, the team decided to make the game have horror elements, with the only source of light being the player’s dying flashlight. They have limited time to complete their tasks until their flashlight goes out or until the ghost catches up to them as it roams the halls, so the player may experience stress the way an overburdened student does. The gameplay consists of the player running through hallways, turning on lights in bathrooms, picking up lost study sheets, and finding a key to the exit of a level. Each level is a floor of the building, where the player must keep looping around in circles to find the objects that they need. The gameplay and art of The Haunting at Harrison Hall work together to give the player a stressful experience that could help them learn to relate to stressed-out college students.
Large-Scale Games
“George Mason: A Declaration of Rites”
Made during Ryan’s Fall 2021 (7th) semester at GMU. Created for the “Class Project” assignment in Professor Dieterich’s GAME 410 Advanced Game Design Studio course. Part of a group project, where Ryan was the art lead who directed a team of 11 artists each week and implemented their art into the project, while contributing his own art as well.
Download the game here: https://skyboygames.itch.io/gmu-dor
For the Advanced Game Design Studio course at GMU, every student in the class worked together to make a full game throughout the semester. The team was told to make a co-op platformer, with a George Mason University theme, that could be played on an arcade console with two buttons and a joystick in the Unity Engine. The students split into teams, either to the design, programming, sound, or art team, which Ryan joined. When electing a leader for the art team, previous group mates of Ryan’s nominated him for the job and Ryan accepted the role.
The game is a puzzle-platformer where the player(s) act as a fictional, ghost-fighting version of George Mason as he attempts to rid modern day GMU’s Johnson Center building of its haunting. George Mason is armed with a magic weapon that fires spikes, which pierce walls, turning into platforms that George can jump onto to reach greater heights or to break blocks in front of him. Players must survive four levels and two huge boss battles to save GMU!
In a class of 24 students, Ryan led the largest group, consisting of 11 artists and had to organize their work, assign tasks weekly, lead weekly group meetings, join weekly team lead meetings, present weekly group progress to the Professor, do his own art for the game, and direct the art design to keep everything cohesive. Ryan would assign each person on the art team a task to accomplish each week in Jira, while maintaining a weekly calendar that showed the team what they would have to work on in the following weeks, as well as continuing to update an asset list. When Ryan would assign tasks to his team, he would always check in with the other team leads to make sure the art being made would fit within the designed game, and that we were always on the same page.
Outside of consistently leading, assisting, and monitoring his team, Ryan also had the job of modeling and texturing (in 3ds Max and Adobe Photoshop) a tile set of the Johnson Center’s walls, pillars, and floors, that would act as a background diorama for the other art assets to be put onto. Each level of the game would use this backdrop, but the various props that the art team made would be placed in different locations in the background, creating a unique feel for each one. Ryan then placed all the art assets into the first level of the game, and, after getting approval from his art team, he taught the design team how to implement the art assets themselves. Ryan then oversaw a few people in the design team, as they implemented the art assets and background diorama for each of the other levels.