Abstraction is a demo for a shader effect I created while working at Boston Productions Inc. in order to transform a live camera feed into variations of an abstracted painting. The application primarily applies fragmentation and oil shading, but also includes a few different polish effects such as paint drips and expanding blotches.
Role: Graphics Programmer
Utilizing AIR Sockets in AS3, this project provides an overview of a networking system built around enabling applications to apply Server and Client objects in order to send and receive ByteArray data over TCP. A Server object manages Client connections by tracking active UIDs, while Client objects automatically attempt reconnections and track their overall status.
Role: Network Programmer
iPhony is an iPhone game in which players cycle through Micro-App experiences, earn iBucks through Achievement progression, and utilize an in-game App store to unlock new Apps. iPhony represents the second production iteration of our concept SimPhony.
Role: Lead Programmer / Content Writer
Stepping forward beyond particles, this demonstration provides a brief examination of RigidBodies. The simulation allows for collision detection between spheres, boxes, and planes. After collision, contacts are generated, prepared, and the positions and velocities of the participants are resolved accordingly.
Role: Programmer
This project brought an opportunity to explore implementing Enemy AI with some additional functionality. Most of the feature improvement related to mass AI path-finding, partial smoothing, player collisions, wave spawning, and character class implementation.
Role: Programmer
Utilizing Contact and Force Generators, this simulation allows for the detection and resolution of collisions within a simple Mass Aggregate particle system. Particles form shapes by the implementation of rods between individual particles, allowing for more complex shapes to undergo gravity and collision.
Role: Programmer
Along with continuing creating features for a console project, this brief exploration represents very basic room creation within the local multiplayer environment. At the start of the game session, players can toggle values to adjust the number of rooms and divergence rate for the algorithm, therefore impacting how the level layout will be visible during gameplay.
Role: Programmer
This provides a very simple demo of planetary orbits utilizing gravitational forces between entities. With basic initial velocity, planets are able to readily orbit around the sun similar to their actual patterns. Each planet has been given relative scaling for mass, distance, size, and velocity.
Role: Graphics / Physics Programmer
This project represents some basic demo tests conducted on the Ouya console. Primarily, this was designed the further study and research features unique to consoles. Controller support, resolution settings, deployment environments, frame management, and usability were all considered for the duration of this demo.
Role: Programmer
SimPhony is an iPhone game containing a collection of rapid-fire Micro-Games based on popular and familiar mobile features and applications.
Role: Gameplay / Systems Programmer, Producer, QA Liaison
Renewable Vermont is a simple Flash game designed to educate and bring awareness to renewable energy sources. It was created within 24 hours during the Vermont Hackathon 2014, and was given the award for Best Student Team Application.
Role: Gameplay Programmer, Designer
Time Out is a game concept for the Make a Change project, and allows for the presentation of educational facts accessible through a clock-based puzzle. The player must navigate around the center, reaching every node once in order to unlock the entirety of the central fact.
Role: Framework / Gameplay / Systems Programmer
Fact Finder is a game concept for the Make a Change project, offering the ability to review the project's narrative moments by sorting character statements within the game environment. The player is offered a conflict between characters, and must sort a list of information elements into supporting, opposing, and opinionated categories.
Role: Framework / Gameplay / Systems Programmer
Robo Drop is a 2 to 4 player fighting game that allows players to customize their robots before each round. Players can choose from unique combinations of available abilities, encouraging them to personalize their gameplay style.
Role: Lead / Gameplay / Physics Programmer
American Karuta is a competitive online card game for 2 players. The goal of the game is to be the first to claim cards as they are revealed from a separate deck, therefore clearing the player's side of the field and winning the round.
Role: Gameplay / Network Programmer, Designer
This represents a simple simulation and testing ground for various 3D graphics techniques, primarily conveying basic lighting equations and rendering procedures. The application offers lens flare, fog, cloud billboards, and normal / diffuse lighting.
Role: Graphics Programmer
Olly Olly Oxen Free is a project built during the Global Game Jam 2014, providing an opportunity to further learn about software, such as Unity and Maya.
Role: Level / Content Designer, 3D Artist
Mutation is a base prototype for a game concept based on a first-person experience involving movement and environment interactions. The game would allow the player a collection of abilities to propel them through the world, as well as let them interact and change their surrounding environment.
Role: Gameplay Programmer
Flashlight represents an exploration into developing a game heavily influenced by AI characters and online gameplay. The game allows for 8 players to participate in a treasure hunt in a haunted mansion, racing to collect the most amount of gold hidden throughout the rooms. Players must use their flashlights to locate treasure and avoid ghosts.
Role: Gameplay Programmer, Designer
Spooky House is an AI simulation designed to exhibit and experiment with Goal-Oriented Behavior for game characters. The application allows the user to create ghosts and resources, as well as alter Goals and Actions to examine different responses to environment changes.
Role: AI Programmer
Primarily representing several different studies of online networking, this game applies several common networking techniques to allow for responsive gameplay for up to 16 players. At the start of each round, a random player is placed in the center and tasked with tagging all of the other players, converting them to their side and forcing the remaining players to survive until the time limit is reached.
Role: Network / Gameplay Programmer, Designer
A 2 hour game jam, followed by an additional week of development, allowed for the creation of these two projects. Both games are variations of Space War, and were intended to rapidly apply online networking techniques within a minimal time allowance.
Role: Network Programmer
Time Tanks is a game that allowed for research into game architecture and replay functionality. While battling through levels as a tank, each time the player is destroyed they are able to restart and continue side-by-side with their previous lives.
Role: Gameplay Programmer, Designer
A simple game based on Snake, focused on developing clean and effective architecture to readily implement new features and adjustments to gameplay within each level.
Role: Game Engine Programmer
Guardian Nimbus is a game designed to portray several different 2D graphics techniques. These include shaders, particle effects, animations, and parallax. The player controls several different weather abilities, and must protect the flower in the center from bunnies attempting to devour it.
Role: Gameplay / Graphics Programmer, Designer