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Bright Light Fight

September 2015 - April 2015

Battle in six different arenas, shoot bright lights to damage your opponents and illuminate your dark environment, and vie for possession of the ring before time runs out! Bright Light Fight is an abstract, 3D, local multiplayer FPS featuring camouflage and an Oddball-style goal.

My contributions to the project include implementing:

  • Collision detection for basic primitives in 3D such as boxes, spheres and capsules.

  •  3D constraint based physics engine.

  • 3D ray casting for object picking and game play logic.
     

Click here to Download

Colossal

July 2014 - April 2015

Mech Concept Art

Mech Concept Art

Heavy Mech

Heavy Mech

Light Mech

Light Mech

Pilot colossal gladiator mechs in this first person shooter based in a futuristic Roman Empire that never fell. Fight off bots and move around obstacles in the coliseum to find the opponent. In only three rounds the greatest gladiator will be declared the victor.​

My contributions to the project include:

  • Implemented oriented collision detection for basic primitives in 3D such as boxes, spheres and capsules.

  • Designed a 3D impulse based physics engine.

  • Implemented 3D ray casting for object picking and game play logic.

  • Created various game logic needed for weapon mechanics.
     

Click here to Download

From Where She Dreams

May 2013 - April 2014

Bobbie and Darrin Turnaround

Bobbie and Darrin Turnaround

Level 1

Level 1

Title Screen

Title Screen

Level 2

Level 2

In From Where She Dreams you play as Bobbie, an 8 year old girl looking for her lost journal. As she makes her way through the world she, with the help of Darrin, must use her imagination to change her surroundings and solve the puzzles, regaining scraps of her journal as she goes. With team work and a little imagination, they might just be able to find who stole her journal and get it back.

My major contributions to the project include:

  • Designed and implemented a 2D impulse based physics engine. 

  • Implemented SAT collision detection with Sutherland Hodgman clipping.

  • Helped architect and implement a level editor using AntTweakBar.

  • Created a custom particle effects editor for creating various game play effects.

  • Produced a team of 12 for 8 months of a year long development period.

    Click here to Download

Sheepdog Simulator

Jan 2013 - April 2013

Sheepdog1.png

Title Screen

Sheepdog2.png

Game Start

Sheepdog3.png

Level 2

Sheepdog Simulator is a 2D top down action adventure game with flocking mechanics. The player controls a sheepdog that must herd the farm's sheep back into their pens before sundown. We built this game and it's engine all in ANSI C.

My main contributions to the project were:

  • Produced a team of 6 people during a four month development period.

  • Created a 2D physics system using SAT collision detection.

  • Designed and created all 10 levels in the game.

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