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About Me

Hello there! My name is John Tearpock and I’m a game design graduate and aspiring game developer.

Like most game devs I’ve had a lifelong passion for playing games. That love of games is part of what pushed me into creating them but more than that I’ve always liked making people smile.

Being a game developer lets me pursue both of those passions by creating games for both myself and others to enjoy. I want to help create something that brings as much joy to someone else as video games have brought me throughout my life.

It’s also a great avenue to express my creativity. I love problem solving and working with others, both to achieve a shared goal and to help them succeed with their own goals.


Featured Works

The Lost Prison

Programming & Design | Unity & C#
Capstone Project | Team of ~4 | ~3 Months | 2021

The Lost Prison was my final capstone project during my time at Full Sail. It’s an action game inspired by Dark Souls and was created over several months by our 4 man team.

For a more detailed dive into the project and my specific contributions, click here or the header link above.

SCRAPS

Level Design | Unity & C#
School Project | Solo | ~2 Month | 2020

The presentation video of our teams completed project. My section of the project goes from 0:11 – 2:39 in the video.

A level design project at school, we were given the basic components to a game (UI, controls, character, lore, etc.) and told to independently create an individual level and transitional area to a teammate’s level in order to make the “completed” game.

For a full breakdown of the project and more details about my work specifically, click here or the header link above.

Marble Run (Expanded)

Level & Game Design
UE5 & Blueprints | Personal Project | 2023

After completing some basic tutorials to better learn Unreal Engine 5, I wanted to focus in on my Level Design skills and to a lesser degree Game Design. As a result I took one of those tutorials, Marble Run, and expanded it with new mechanics & levels.

For a full breakdown of the project, click here or the header link above.

Garbage (AKA Trash)

Programming & UI Design | Visual Studio & C#
Personal Project | Solo | 2019

While I unfortunately don’t have an executable uploaded for quick access to play, the code and relevant files are available on my Github for anyone interested. It definitely won’t be pretty code as I was fairly new to programming at the time but I made it work.

I programmed this game in my spare time to practice with C# after having created Mancala and Sudoku as part of group projects while at NWTC. This was before my time with Unity, or any game engine, hence why it’s made in Visual Studio.

The game is a digital version of an existing card game and allows up to 4 local players (Including 1-4 AI) to play. Players can drag and drop, or double click to move automatically, a card into the first open position.

I never finished the Save/Load functionality but the game is otherwise complete and fully playable.


Smaller Projects / Online Tutorials

Diagnostic Project

Programming | Unity & C#
School Project | Solo | ~1 Month | 2020

The Diagnostic Project was two smaller projects in one. I was tasked with creating a Tic-Tac-Toe game as well as a Lights Out game. We were given some advice and pointers on how to create the games but ultimately we were solely responsible for the code and how we created the games.

It’s certainly nothing special, but it does reinforce that I’m comfortable programming and in lieu of any better projects this one remains here.

Environmental Design

Design | Unreal Engine 5
Online Tutorial | Solo |2022

The two main goals of this project were to better familiarize myself with the UE5 workflow & the importing & placement of assets from Quixel Bridge Megascans & the Unreal Store. Part of this meant modifying the colors of various assets in order to make them better fit together within my vision for the scene. Outside of some ground textures, the character, & a few rocks, almost no asset is it’s original color.

While I don’t see myself as an Environmental Artist, I’ve always valued having a diverse knowledge base and wanted to practice creating a scene & laying out assets to guide the player through a level.

Given the nature of the project, I didn’t go through the standard level design process of graybox to final level, but instead focused on creating a simple space and filling it in a visually interesting way that told a story.

Marble Run & Crystal Cavern

Design | Unreal Engine 5 (Blueprints)
Online Tutorials | Solo | 2023

The goal of these projects was to learn more about the various tools present in Unreal Engine 5, from BSP brushes to functions & macro libraries, I reinforced & expanded my knowledge of several key engine features.

While the vast majority of the programming was directly from the tutorials, I was free to create levels as I saw fit and I spent some time making minor tweaks to various blueprint elements. ex: Original motion for Crystal Cavern was based purely on the world axes, I modified it to be based on the player camera direction.

Using the Marble Run tutorial as a starting point, I expanded on the premise with new mechanics and levels. More information on that can be found above or the link here.