Games

  This section is where I post information about the games I've worked on. This is not an exhaustive list, as I only have the games here that I worked on in teams. I have also done solo games in Digipen's Project Fun Editor, DirectX, the GameBoy Color and GameBoy Advance development kits (yes, in assembly), and in Flash. If you are interested in seeing what I can do then the projects section is for you until my next game comes out. I do plan on posting these games on the site for download within the next couple months.



Panopticon - Yummy City 2005

  Panopticon is a 3D team based stealth game created in OpenGL. You control one of four player types all with unique abilities and you must use them all in order to get to your goal either by getting to a prisoner or kill all the enemies. This was my first project that I really led and I ended up programming a huge portion of this game myself including all the game architecture. It really allowed me to get my feet wet at how all the pieces are made and come together in the professional world and from it I learned that I really can do environment mapping and perfect 3D physics and how to research these topics. The logo for our team that is displayed on the right is one of the coolest things I've yet done in programming. I took a variation on the radial blur technique to create not only nice lighting effects but to create a real-time algorithm based animation that involves a fractal-like pattern that can change and evolve. I was also responsible for the role of the producer on this team.





Crackbane - _nuMeta 2004

  Crackbane is a 2D sprite/tile based action game. You control one character who carries one gun in each hand (rocket launchers, flamethrowers, rail gun, machine gun, etc..) and you can fight against many other AI bots is a fast-action deathmatch style game. This was my first networked game and it was a lot of fun to play again my whole team on a LAN. This game was my realization that I knew a lot about programming but I still had no clue where to start when creating a game from scratch because I didn't know yet how to use an API to draw things or how to set up a game engine. I ended up on user interfaces and things like that for this project.





Daimyo - Spiked Bunny 2003

  Daimyo was the only real-time strategy I have done so far and I had a lot of fun working on it. It is a 2D top-down game based only on ASCII with art 16 color choices(two colors for each ASCII symbol). We even had a level editor in which I came up with color/ASCII combinations to make the the art look much better than it was. We also had a few people interested enough in Japan to get some very accurate terrain, scenarios, and even a random Japanese name generator. Daimyo also had very good AI considering none of us knew any AI techniques at the time besides logic. I learned how to write the kanji for Daimyo to make a really nice looking cover.





Lunastar - 2003

  Lunastar was my first team based game project in C/C++. We were restricted to using no art whatsoever and creating a entirely text-based game. We had a designer for this one that was totally into the story and came up with some obscene amount of story, dialog, and description for our game. The story was so giant in fact, that me, the lead tester for the game, never even got close to finishing it. I really don't know much about the story nor probably will ever know much about the story. Two members of our team implemented a racing arena where the player could race a ship through in asteroid field in a text only game very similar to the racing games you can find on calculators. My big code contribution was a battle system that I loosely based off of the D&D battle system. I still think it was a really cool idea, it was just hard to make the battles fun in a text game.





BioBlaster - 2003

  Now last and probably also least. BioBlaster was a first semester team based project to be created in Project Fun alongside the text-based game. For those of you that don't know Project Fun is Digipen's code generator for making simple 2D games. Project Fun did most of the programming on this one, but the purpose of the project was to practice team communication skills as well as to learn the basics of how a game is fit together and how the concept of state machine is used heavily in games. BioBlaster is a top-down scrolling space shooter game. Except instead of space the player is a tiny ship injected into a person's body to save them from a heart disease. We ended up with some pretty cool art and sound, but overall the game was a little bit buggy. The picture on the right is the end boss.