Project: Artemis Chonicle

Platform: XNA (PC/360)
Language: C#
Technology: XNA
Development: 6 months
Team: 3 tech, 5 art
Role: Technical Director (Lead Engineer)

This was a dual-purpose project to create an XNA game engine for the USC GamePipe Lab, and to create a game to prove the engine.

Game - Artemis Chronicle: Journey into the Gaea, a fantasy world threatened by a looming dark force. Play the role of Aya, an expert archer who seeks the power of a divine artifact to fight the darkness that plagues her home village. Using your bow and arrow, strategically plan your attacks to defeat enemies from afar, and gather clues to solve puzzles.

Engine - NitroX: NitroX focuses on loosely coupled subsystems interacting primarily through messages. The engine aims to avoid monolithic class hierarchies by "decorating" game objects with functionality rather than relying on inheritance. It features powerful yet flexible graphics, real-time physics, complex AI, as well as integrated audio and UI. Gameplay programming is significantly accelerated by the features of the C# language and the programming patterns used to architect the engine.

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Project: Super Happy Flut-Flut Smash Game

Platform: PC
Language: C++
Technology: Ogre
Development: 6 weeks
Team: 12
Role: Technical Director (Lead Engineer)

As a class project, 12 engineers were provided with a Flut-Flut (little dragon) model by Naughty Dog, a thin layer around the Ogre rendering engine, and were told to create a game in six weeks. We came up with a Super Smash Bros inspired party game. Players jump on top of each other for a one-hit-kill, while trying not to fall off the level, in an attempt to be the last player standing. To add variety, there are five power-ups and five different platforms types.

 

Project: Lockdown

Platform: PC
Language: C++, Lua
Technology: Ogre, PhysX, Raknet
Development: 4 months
Role: Technical Director (Lead Engineer)
Team: 10

Training simulation for first responders to a school or office shooting. Worked with Sandia National Laboratories to create a networked first person shooter that implements real-world strategies such as triage.

 

Project: Tesla's Revenge

Platform: Flash
Language: ActionScript
Development: 2 months
Role: Engineer
Team: 2 (David Welch)

Play as Nikola Tesla rampaging through New York City on his quest to vanquish Thomas Edison.

 

Project: Campaign Assault

Platform: Boardgame
Development: 3 weeks
Team: 3

Players take turns campaigning around the country by moving their candidate between districts and challenging their opponents to debates.

The winner is the player who gains the most points by:
- Securing the vote in a district, which is worth the number of points indicated
- Securing the vote in the majority of districts in a region, which is worth the number of points indicated on the regional bonus diagram

 

Project: Discount Carpet Outlet

Platform: Web
Technology: HTML, CSS, Javascript, PHP
Development: 1 months
Team: Solo

Contract job to create a website for a New Zealand based carpet liquidator. Designed in Photoshop, coded in Aptana.

 

Project: Bump Sampler

Platform: PC
Language: C++
Technology: OpenGL, GLSL
Development: 3 months
Team: Solo

Interactively demonstrates the effectiveness of real-time, shader-based lighting techniques including phong, bump mapping, and parallax bump mapping.

The Maya-like environment features:
- Translation of objects and lights using a “gizmo”
- Interactive camera using the alt key
- Pixel-perfect object selection/picking
- Creation and deletion of up to eight lights

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Project: Gems

Platform: PC
Language: C++
Technology: Ogre, Newton
Development: 3 months
Team: Solo

Gems is a game prototype designed to help stroke victims recover their motor functions. Patients exercise pronation by using a power glove to reach out and touch a gem. That gem and all adjacent gems of the same color are eliminated. Patients exercise supination by touching an offset gem and rotating their hand to realign the gem.

 

Project: Wormhole

Platform: PC
Language: C++
Technology: Ogre, Newton
Development: 3 months
Team: Solo

Race your spaceship through a twitch-speed 3d maze of wormholes as you find your way home to earth.

Wormhole is designed to challenge and hone the player’s three-dimensional awareness. First, players are presented with a rotating overview of the level. They can attempt to memorize the map (straightaways, turns, and forks) for as long as they choose. Next, they must race through the tunnel from start to finish without slowing down for an extended period of time, or excessively damaging their ship by colliding with the walls of the wormhole. If players choose the wrong path at a fork, they will reach a dead-end and be destroyed. Each level is randomly generated.

 

Project: Eraser Dominoes

Type: Animation
Technology: XSI, Mental Ray, PhysX
Development: 3 weeks
Team: Solo

The desk is a model of the one that sat it my dorm freshman year. Lighting is done with Mental Ray's final gathering, and the physics were simulated using Ageia's PhysX.

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