During the past few years I have worked on many games and media projects. This page lists extracurricular projects, or those where at least some aspects of the final product far exceeded the requiremenst of a class, and where I was a primary contributor.
In Warp, the player navigates a ship through the “warp fields” generated by music, with the goal of gathering as much energy as possible through the gems in the field. There are currently 2 type of gems: energy and disruptor. Energy gems (green) accumulate in streaks while disruptor gems (black) temporarily inhibit your ship’s ability to gather energy.
Based on work with Web Audio API in the Flare audio-visualizer, I developed an algorithm to produce game levels from audio files. These levels are rendered with a custom 3D rendering engine implemented in 2D canvas.
An audio-visualizer designed to evoke energy, power, and motion. Developed with HTML 5 Canvas and Angular to be highly performant and include multiple graphical effects. Instead of using raw audio data to produce the visualiation, data is analyzed to achieve a carefully tuned, visually appealing result.
Soul Train is an RPG where you play as detective on the Soul Train, helping restless spirits resolve the mysteries that are keeping them from moving on.
I developed most of the game code in Unity/C# including a mystery system that can dynamically generate game entities, including the entire story line, from JSON files.
Our pinball game was developed with a sharp focus on creating an accurate simulation of bounce physics, from the ground up.
Built on OpenGL in C++, utilizing various collision detection and resolution algorithms
Implementation of a Kd-Tree in C++ storing points with a visualiation in 3D space to demostrate features of the data structure
Garage Band is a party game based around musical knowledge and (very loosley) abilities. Players complete challenges and sabatoge their friends to discard their hand
To facillitate development of this card game, I created an online tool that allowed easy editing and printing of the card set, so we could rapidly iterate
We created a detailed 3D simulation of a cathederal in Maya, and then ported into a Unity scene. This was a challenging set of models that includes large set pieces, models of humans, and a variety of materials. The scene required many different modeling techniques to achieve.
During the fall of 2014, our team wanted to build another game. To support this effort, I took the core physics and framework classes from Raptor Run and spun them off into a separate project, dubbed Hammer. It supported custom collisions for 2D bounding boxes that could be created for each frame in a sprite sheet in a GUI external editor, Anvil. Hammer included features like externally configured assets, debugging info, and a frame-by-frame execution of gameplay.
It's the end of the age of the dinosaurs! You must out run the impending cataclysm for as long possible, while avoiding the other fleeing dinosaurs and navigating obstacle-filled terrain!
Primarily developed at the 2014 IGM Halloween Hackathon, Niks features a familiar attempting to assist his ailing master against a series of warriors attempting to defeat him. Gameplay centered around tactics and avoidance, rather than direct combat.
While trick-or-treating, Jimmy has been trapped inside a mysterious, convoluted mansion which holds many deep secrets. Help Jimmy solve the puzzles of the house and avoid the dangers within to escape!
Earth is under attack! Defend the planet from the onslaught of the hellish invaders! Use your turret to fend off waves of enemies in fast-paced combat.
Built with Construct 2