Games
What is it?
A.V. follows the adventure of a sentient music program living in a computer system – a program seeking to learn more about itself and its world. But since our hero was only programmed to understand sound, that’s the only way he can interact with his environment. Each sound you generate can be seen as a pulse of light, and it’s this mechanic that serves as your primary tool for navigating A.V.’s open world. To help you along, a set of musical instrument algorithms allow for different types of interaction with the world, letting you open access to new areas. In the midst of this adventure, though, there’s a catch. The computer you inhabit isn’t all that happy with your new-found sense of self-awareness, and has sent a load of antivirus programs into the system to stop you. Make too much noise, and you’ll draw their attention. Try to stay out of sight well enough to make your escape! Key Game Features:
My Role: With A.V. starting as a student project and evolving into the Award winning, Kickstarter smashing, Steam game, my role was very diverse. My resume in fact lists many titles, but I will try to simplify it. I was where I needed to be at the current time in order to get the game done fully. Most of the time this meant the role of Executive Development Producer and then as a Technical Lead. My biggest concern was always moving forward with the core development of the game. This meant scheduling and managing myself and the teams' talent and tight resources. When the time came I shifted roles to managing the Kickstarter and preparing for competitions. Then that would calm down and I would shift right back to being fully code monkey for the game. Steam Greenlight came around, and then I had to make sure that A.V. was all set for the customers. No matter what the problem a game production has, I can either fix it directly by myself, or use the resources available to get a solution in place. Triple Edge Studios (Mahi Gaming)What is it?
Triple Edge Studios an agile and dynamic studio that creates software and casino games for global audiences across multiple platforms. The studio uses a blend of web technologies on client interfaces. This includes many more tools and technology used to support it. For a current list of the current most popular games please see the website. My Role: I have learned an immense amount by being thrown into the fire again, so to speak. The pace at the studio is immensely quick. I was lead developer on 5 titles while working on a total of 17 shipped titles since November 2015. During this time I got to dive back into the HTML5 game space and work with web audio in a real commercial production setting. Even through the grueling pace I was able to branch out and assist in other areas while still honing my own development, audio, and server management talents. Eventually I ended up giving training to new hires and guided them through the first couple weeks. My Resume paints some more details on my continuously updating role at Triple Edge Studios. Specific questions can be sent via the Contact page. Glauntlet & Flauntlet
What is it?
Glauntlet was a WebGL experiment to remake the original Gauntlet arcade game within a web browser using WebGL in 2013. Using the Three.js library, a team of about 20 undergraduate students, 2 graduate students, and some overview from Andrew Phelps we were able to recreate Gauntlet experience within a browser! Flauntlet was a remake Glauntlet into Adobe Flash. This was done by a much smaller team and meant to compare the ability to make games in WebGL space versus making them using new 3D Flash features. The results of the comparison were presented by Andrew Phelps at the Adobe Max 2013 conference. My Role: When Glauntlet started I was the Audio and Gameplay lead. I had to ensure that the audio engine was running with all assets and make sure the game play was flowing right. A few weeks in saw the rise of my producer role as I was managing 3d Art, UI, and Engine teams as well as my own. Flauntlet began right after Glauntlet and left us with only 3. I took the primary producer and programming role, working on converting what was done in WebGL/Javascript into the Actionscript/Flash world. GodMod
What is it?
GodMod is a modification to the popular Valve First Person Shooter Team Fortress 2. GodMod uses SourceMod, another Team Fortress 2 modification, to add in an incredible heart stopping experience in Team Fortress 2. The modification gives the player the chance to assume the role of a Greek god. This part of the mod has a RPG style leveling system in which experience is given for completing essential objectives or killing the enemy. This experience will help you gain levels into individual gods, thus allowing you to increase their skills in a variety of ways. The overall level be used to unlock more powerful gods, some of which require other special tasks to be done (e.g. killing 100 enemies.). Skills for your god are very numerous and could be as simple as increased health and damage or even the ability to have more sentry guns. There were over 20 planned gods, with the potential for more. Except for few select gods, all gods have the ability to fly. There are 3 key traits for each god relative to flight. The first is speed, second is "fuel" that will have to recharge when depleted, lastly is a gravity modifier. The ability to fly is a huge game changer and its fast paced action is one of the keys of this modifications greatness. Finally there are many items available to help protect the player from other gods skills or enhance their own. My Role: Besides some small discussions and advice from fellow friends and players, I was the sole developer working on GodMod. Working on GodMod gave me a chance to work with the design which was a good change of pace. Based on testing and input I made the initial four gods. Since SourceMod used a proprietary language, I had the challenge of learning a new syntax that was based heavily on C structure. I had created the base systems that allowed a player to pick gods, skills, and items, along with four working gods. A lot more was planned out but eventually I retired plans of a full release of GodMod. While I very much enjoyed working in this space, I knew that I had to focus on other things, mostly school and A.V. at the time. Electric RancherWhat is it?
Prototype designed over a week for the Microsoft PixelSense using XNA and C#. 2 - 8 players can gather around the PixelSense and try to use electric fences drawn on by your finger to corral the animals! The team that collects the most wins, however don't capture the wrong animal or you will help your opponent! Be mindful of other curve balls that the game will throw on the way! My Role: Our team had a week during a prototyping class to make something unique on a unique platform. Of course we had to take advantage of the huge touch screen area, so we made a multiplayer/party game. During this prototype I made the audio assets needed, implemented them, scheduled out development goals, and helped with general game play programming and UI. |
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