Professional Game Projects

Warning: Many videos contain sound. Adjust your speakers accordingly.

Title/Description

Videos

Feed The Beast (Senior Game)

Katarami-like action game where telekinesis is used to collect objects

Programmed in C# using XNA

Team Project (4.5 members)

Click for more screenshots!
screenshots of Feed The Beast






What I did:

  • Primary responsibilities include technical design and graphics programming
  • Designed and implemented new water and fullscreen post processing techniques
  • Implemented shader instancing, shadow maps, phong lighting, cartoon shading, edge detection, reflection mapping, glow mapping, terrain texturing
  • Implemented known full screen post process techniques such as bloom, depth of field blur and per-pixel motion blur
  • Implemented a 3D first-person camera using spherical coordinates
  • Implemented a third-person, spring-based camera

Extra Video 1 - Glowing fire, point lights, and toon shading

Extra Video 2 - Shows off various features of the final game

Harmotion (Internship 2007)

3D top-down capture the flag simulator

Game programmed in C++

Particle Tool programmed in C#

Team Project (3 members + interns)

Click to see full size version!
Click to view screenshot of particle tool!




What I did:

  • Worked as an intern on the multiplayer shooter Harmotion. (www.harmotion.com)
  • Implemented the items in Harmotion, including behavior, animation, collision info, etc.
  • Created the Harmotion Particle Tool in C# which is used to create the particle effects in the game.

Lords of The Pit (Summer 2007)

3D top-down capture the flag simulator

Programmed in C# using XNA

Team Project (2 members)

Click for more screenshots!
screenshots of Lords of The Pit



What I did:

  • Programmed graphics for the game including water, lava, phong lighting, and shadow maps
  • Implemented stackable, state-based AI
  • Implemented a 3D first-person camera using spherical coordinates
  • Implemented interactive menu buttons
  • Created a 2D level editor
  • Created art and sounds for the game

Critical Mass (Junior Game)

3rd person 4-player networked fighting game

Programmed in C++

Team Project (4 members)

Download game! (DigiPen website)

Click for more screenshots!
screenshots of Critical Mass



What I did:

  • Primary Responsibilities included technical design, coding standards, Special FX, and AI
  • Implemented scripted sprite-based particle system with animation, alpha blending, and scaling
  • Implemented A* path finding (not used in final version)
  • Implemented a fuzzy logic AI system for decision making
  • Implemented file i/o features for saving object placement in levels
  • Implemented system for quickly changing and reloading variables at run-time
  • Created music using Fruity Loops

AquaTerra (Sophomore Game)

2D top-down action game

Programmed in C++ and LUA

Team Project (5,4,3, then 4 members)

Click for more screenshots!
screenshots of AquaTerra



What I did:

  • Implemented AI in LUA
  • Implemented a tool to draw and triangulate 2D polygons
  • Implemented a screen shake effect
  • Created art for the game

The Orion Tournament (Freshman Game)

2D side-scrolling racer/shooter with ASCII graphics

Programmed in C++

Team Project (4 members)

Download game! (DigiPen website)

Click for more screenshots!
screenshots of The Orion Tournament

What I did:

  • Created initial graphics demos including transparency and sprite rotation
  • Created a tool for creating art assets
  • Implemented both mini-games found at the end of the game
  • Created art for the game

Yaris Jump Vacation (Summer 2006)

2D platformer for Java-enabled cell phones

Programmed in Java

Solo Project

Download game! (DigiPen website)

screenshots of Yaris Jump Vacation

What I did:

  • Received honorable mention in the Toyota Yaris Mobile Game Development Competition
  • Created the game from start to finish using Eclipse IDE and J2ME tool kits
  • Implemented an enhanced version of the built-in tiled level functionality to work on earlier cell phones
  • Implemented particle effects for wind
  • Implemented collision detection with a tiled level
  • Created art for the game