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!
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| 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
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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!
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| 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.
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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!
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| 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
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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!
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| 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
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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!
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| 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
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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!
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| 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
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Yaris Jump Vacation (Summer 2006)
2D platformer for Java-enabled cell phones
Programmed in Java
Solo Project
Download game! (DigiPen website)
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| 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
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