I guess I should put some stuff here, right?
LinkedIn: Elen Norvell Email: enorvellcloud@gmail.com
Github: AdventMajora
Facebook: Elen Norvell Twitter: AdventMajora
Xbox Live: Advent Majora PSN: enorve
Steam: AdventMajora NNID: Advent

I got my start in game making in Elementary school, when I started designing D&D levels on paper. Even though I never had anyone to actually play my levels with, it never stopped me from coming up with new mechanics to implement, and new levels to design.

I picked up GameMaker in Middle School, and taught myself how to make my levels into an actual game. I started by re-skinning and modding the example projects, and ended up making two full games by the time I was done with the 8th grade! Even though I didn't have anything in the name of programming experience at the time, I didn't let that stop me! Some say, the two platformers I made still reside within my middle school’s file system to this day.

It wasn't until my Sophomore year in High School that I took my first programming class. We were taught QBasic and Visual Basic as starter languages. My Senior year, We were taught Object Oriented design with Java. However, during this time, I was less focused with actually programming games, and was instead doing my best to design them! Halo 3 introduced Forge, a basic level editor for the game's multiplayer maps with a focus on picking up and moving objects around. I spent hundreds of hours designing multiplayer levels, and game-types to accompany them (Infection will always be my favorite), while having my friends test and play my creations. When Halo Reach's Forge 2.0 came around, my efforts doubled. With the bounty of new editing tools, making complex and engaging levels became much easier. In 2012, one of my creations made it into global matchmaking. A friend and I were bored with the plain grey arena maps used for the Grifball gametype, and wanted to design a map that focused on aesthetics without compromising consistency and playability. It took around 20 iterations and revisions to get from the original to the final.

I graduated from University of Louisville with a Master's degree in Computer Engineering and Computer Science in 2017. During my college career, I grew my skills as a developer and as a designer. I lead the local Game Dev student group for a number of years, as well as worked on personal game projects. I took both game design courses offered, and learned to work in teams (and solo) on projects with hard deadlines.

To this day, I still use my time to make games. They will always be the most interesting problems to solve! As I grow my portfolio of projects, I'll be adding them here. Hopefully I can make something cool!

  • Master's Degree 2017
    Computer Engineering and Computer Science
    University of Louisville
  • Bachelor's Degree 2016
    Computer Engineering and Computer Science
    University of Louisville
  • High School Diploma 2012
    Lafayette Senior High school
  • Brown-Forman
    Internship: Information Security Intern April 2015 - Present
  • University of Louisville
    Job: Data Analytics Graduate Assistant Jan 2017 - Aug 2017
    Job: Speed IT Graduate Assistant Aug 2016 - Dec 2016
    Job: Help Desk Technician Oct 2015 - May 2016
  • GE Appliances
    Internship: ITEP Jan 2014 - Apr 2014
    Internship: ITLP EID Aug 2014 - Dec 2014
  • Meijer
    Job: Utility Worker Jun 2012 - Jul 2012
Projects
  • Super Dot Slash May 2017 - Jul 2017
    Made with: Unity, C#, paint.NET, beepbox.co
    A 3rd-person "Doom-like" game combining 2D and 3D assets. Each level is randomly generated, with the goal of clearing the level of enemies.

    Gameplay video found here!
    Download the game here!
  • Daily Dungeon Jan 2017 - May 2017
    Made with: HTML, JavaScript, Tiled, Node.js, paint.NET, beepbox.co
    A multiplayer version of Dungeon JS featuring more enemies, more items, new weapons, a boss monster, and character creation! The server is a Node.js Express server that provides API endpoints for clients to get and post data. When the boss is defeated, the world is expanded and the difficulty increases. Each day at midnight, the world regenerates and the difficulty is reset.

    Gameplay video found here!
  • Psuedo 3D Nov 2016
    Made with: HTML, JavaScript, paint.NET
    A small 3D environment made using only 2D sprites. Each "object" in the scene is a series of sprites that are "slices" of a 3D object. When rendered, each of these slices is drawn at an offset form the last, creating a 3D effect.

    Demo found here!
  • Terrain Generator May 2016
    Made with: HTML, JavaScript
    A small experiment with terrain generation. Different types of terrain (different colors) grow in different patterns. The terrain is "grown" out over a series of iterations of applying each terrains pattern.
  • Stage Fight Mar 2016 - Apr 2016
    Made with: Unity, C#, paint.Net, beepbox.co
    A multiplayer arcade game where two players try an knock each other off of their respective stages while avoiding obstacles. Made in Unity, this game features 2D characters acting in a 3D environment. I developed this game with Ben Brown, and Sam Nwosu. All assets are original with the exception of a crowd cheering sound effect, and the font used for the count-down clock.
  • Dungeon JS Jan 2016 - Dec 2016
    Made with: HTML, JavaScript, Tiled, paint.NET, beepbox.co
    A randomly generated dungeon crawler with stacking (and visual!) powerups. The player fights their way through generated levels to find keys and powerups. I wrote this in Javascript. All art and music is original.

    Click the demo for a good time!
  • Simple Platformer 2016
    Made with: HTML, JavaScript
    A simple auto-scrolling platformer I made during an internet outage one day.

    You can play it HERE!
  • CANTSTOP Jan 2016
    Made with: Unity, C#, Tiled, paint.NET, beepbox.co
    A one button runner/platformer with wonky (but fun!) jump physics. My first Unity game as part of a Game Design class. All assets are original.
  • Procedurally Generated Dungeon Game 2014
    Made with: Java, Slick2D, Tiled, paint.NET
    A dungeon crawler that is generated as the player explores. I wrote this in Java using the Slick2D framework. Progress on this has ceased to make room for other projects and responsibilities. All assets are original.
  • Separate Ways 2012
    Made with: Forge 2.0
    A Halo Reach multiplayer map made using using Halo Reach's Forge for playing Jump pack Grifball. The map was rolled into Matchmaking in 2012 with the debut of the Jump Pack Grifball gametype. This was a team effort between myself and AlmightyBeowulf.