GAME DEMOS
DESCRIPTIONThis is a jigsaw puzzle game prototype that I developed as a contractor. The task was to develop a custom algorithm that will cut an image into realistic looking jigsaw puzzle pieces, and showcase the algorithm in a single level demo. To win the demo, you may match puzzle pieces either against each other or against a semitransparent preview of the completed puzzle. Note that for legal reasons, I can only supply screenshots for this demo, but you can rest assured that it plays just as well as it looks. FEATURESTECHNICALITIESThe Jigsaw Puzzle demo was created using a proprietary in-house game engine in addition to the SDL graphics library. It was developed within a month, with almost half of the development cycle devoted to creating a detailed 18 page technical design document, researching other puzzle games, and exploring the available in-house development tools before proceeding to the actual development process.
DESCRIPTIONTetherbomb is a 2D scrolling action game that I made as part of a team gaming project at Full Sail, and is the best game I have worked on in terms of gameplay and design.
Tetherbomb was voted best game in class, and received
excellent recognition among students and faculty. What makes Tetherbomb unique is its gameplay mechanics.
In Tetherbomb, you must stop an alien invasion by carrying bombs through eight different treacherous environments, dropping the bombs off in an
enemy reactor, and escaping the levels before the bomb detonates. The true challenge in Tetherbomb is that FEATURESTECHNICALITIESTetherbomb was designed and developed by four people within one month. The tools we used to develop Tetherbomb included Direct3D, DirectInput, fmod, and SmartCVS. As technical lead, my contributions included: REQUIREMENTS
DESCRIPTIONAsteroids is probably my best piece of individual work. It features the fun, fast, highly polished gameplay I expect from all my games as well as some graphical flair. I created Asteroids in about a week as part of the Structure of Game Design class at Full Sail. Essentially, this game takes the classic asteroid-blasting fun of the original Asteroids and enhances it by introducing new playing modes like cooperative and competitive two player mode and a deathmatch mode. You will also be able to choose from three different ships, each with a very unique feel to it.FEATURESTECHNICALITIESAsteroids uses DirectInput, Direct3D, and fmod. REQUIREMENTS
See the Guardians of Neverwood homepage for the latest downloads, source code, post-mortem, and much more! DESCRIPTIONGuardians of Neverwood is the result of my final team project at Full Sail, and showcases my most technologically advanced work. Although it is nowhere near a complete commercial quality 3D game, I am very proud of the result considering the resource limitations under which the game was produced (see technicalities). The gist of Guardians of Neverwood is that you are a ranger fending off a horde of marauding orcs who are cutting down your woods in order to make weaponry. You will defeat various different types of orcs using a combination of melee attacks and long distance bow attacks. To add gameplay depth, you may switch between various different types of arrows, each with their own unique strengths and weaknesses. Guardians of Neverwood tries to emulate old-school gameplay by emphasizing fundamental gameplay concepts like timing and precision over button mashing and flashy combos. FEATURESTECHNICALITIESGuardians of Neverwood was developed by three people within two months, with part of the preceding month devoted to game design and research. The tools we used to develop Guardians of Neverwood included OpenGL, Direct3D, DirectInput, fmod, and SmartCVS. Since we wanted to take advantage of the opportunity to create a game engine, Guardians of Neverwood uses its own custom-made libraries for 3D math, rendering, scene partitioning, and collision detection/response. We did, however, use Microsoft's .x file format for our models and levels to try and circumvent some problems we were having with skeletal animation. As technical lead, my contributions included: REQUIREMENTS
DESCRIPTIONSWAP! is the first game I have ever developed. When I started at Full Sail, I was given the option of creating a game using only ASCII characters for extra credit, and I figured a Tetris Attack clone would be the perfect game to make for this situation. I made SWAP! using little snippets of free time over a course of about six weeks. However, using ASCII characters for graphics frees up a lot of time for important things like gameplay polish and extra features, so the end result is a game that is every bit as fun as my more ambitious projects. FEATURESTECHNICALITIESSWAP! uses an ASCII character API that was provided by Full Sail to enable outputting ASCII characters with various different foreground and background colors. Other than that, it is a basic console application. Sounds were programmed by simply using Windows' PlaySound(..) function. Since this was an individual project, my contributions included everything. REQUIREMENTSDESCRIPTIONMultipong is a Pong clone that I developed in a day or two at Full Sail to get used to programming Windows applications. For a game that took such a short time to make, I had an unusual amount of fun playing this game. The main fun factor comes from being able to play with an arbitrary amount of balls at the same time. You can also fully customize a variety of important gameplay variables like paddle sizes, board size, ball size, AI difficulty, and match length. Experimenting with these variables can lead to interesting variations of the game. FEATURESTECHNICALITIESMultipong is made entirely through the Microsoft Windows API. In fact, the purpose of creating Multipong was to learn how to create real-time applications for Windows. REQUIREMENTSBack to demos |