DubWars is an action-packed arcade shooter that successfully combines music and gaming in a way never seen before. We've collaborated with incredible EDM and Dubstep artists to create a game that synchronizes the energetic music with fun and exciting gameplay. The music becomes your weapon as they fire in sync to the rhythm of the song, each beat firing a unique weapon. Listen to the bass, up beats, climax, and the drop of each song in order to progress through each level's difficulty. Analyze the risk and reward of collecting Wubs from destroyed enemies in order to upgrade, or just try to frantically survive the song!
I worked on the project in the final 8 month stretch to get the game to launch. During this time I worked to develop gameplay systems, UI Indicators, Enemies and AI, as well as Steamworks Integration and platform support. I also assisted with optimizations and artwork integrations into the game.
Epic Dungeons is a card game that I am designing currently. It is centered around tile exploration and micro-quests. Players clear the board by breaking seals, then challenge fate to gain riches and rewards. The richest player after the Boss is defeated wins the game.
I have plans to create a kickstarter to fund the game to completion.
Technologies: Unity3D, C#, Linear Algebra, HLSL, Compute Shaders
Fracture is a project that I developed over the course of 10 weeks. The project aimed to find a solution for real-time unique destruction of convex objects.
The current solution allows for objects to be destroyed uniquely during run-time with a cost of <2ms, the project is also mobile ready.
The project was developed as a Unity3d plugin, however the math from the system will work across multiple engines and platforms. I have plans to build a universal system to be included in C# and C++ projects.
The system has the ability to bisect a mesh, and fracture only the side that was impacted by the incident object.
The system allows for a general fracture that will break the object apart. The system also supports the remapping of textures upon impact to allow for an "inside" texture when an object is shattered.
The system allows for a fracture to either break uniformly or "stagger" the fracture. This allows for an object to break, without the pieces being similar sizes.
The system is dynamic enough that post fracture operations can be performed to create materials and fractures similar to real life. This process here is recombining the fragments together to build non-uniform faces that give the appearance of wood.
Technologies: Unity3D, C#, Steamworks.Net, Steamworks P2P API
Project Lycan is a multiplayer networked PvP game for the steam platform. Players play as werewolves or humans and either team must slay the entirety of the opposing team. This fast paced game is currently in development in conjunction with Neumont University.
I worked with Daniel Green to build our networking system within Unity. We opted to develop our own P2P networking system within Unity using the Steamworks P2P API, and over 3 weeks developed it.
The networking system is able to handle approximately 10,000 network calls per frame. The system supports the Client Network Mesh model and Client-Server & Clients Network model with authentication, RPC calls, delta data transfers, and thread independant invokations make this system a robust and versatile package for networking.
The Lycans are responsible for hunting and killing the humans.
Periodically they can activate their "sense" which reveals the humans even from behind cover. Before the Lycan sniffs out the humans is lets out a blood curdling howl.
The humans are equipped with bows they can use to kill the lycans from a distance.
After a draw time, the humans' bow deals maximum damage to a lycan. Staying in groups is the best option for survival.
A Walk in The Rain
This is the first game I programmed myself. It is a C++ project that is built in my first engine. The entire game is processing on the CPU, so I had to figure out a way for the drawing system to be as fast as possible.
The game is simple:
- You play as a rain cloud, and you try to get the robot soaked.
- You can move using WASD.
- You can click on the screen to create wind to blow the rain.
- Your score decreases over time, the faster you act, the higher the score.
The system I was initially using for rendering was archaic, and only gave me access to draw lines, so I had to take the .bmp images and render them using the CPU to send to the GPU. That is why the graphics look the way they do.
The particles in the world are colliding with the umbrella, and creating smaller droplets that bounce. This gives a very beautiful look to the rain effect.
The rain is fully affected by physics, so here I am applying a force that makes the rain blow to the side.
Your score is determined by how quickly you soak the robot. You lose 1 pt of score per second.
Technologies: Unity3D, C#, Flurry Analytics, iOS
Pixel Buddy is a game that I conceptualized in early 2012. I took the project to the Spokane Startup Weekend and won for best design work. With that boost I got the game funded and hired a third party to do the development. I worked with the team to bring the game to life. The artwork is done by the always talented Kait Copenspire.
Pixel Buddy is a 2D sandbox pet simulator where players must take care of their buddy, and can use a myriad of items to play with or harm buddy. With over 60,000 downloads from around the world, Pixel Buddy is a game that is loved by players of all ages.
You can download the app for free on iOS from here.