I have experience coding independent game titles in Unity / Javascript, Flash / Actionscript, C++, and others.
Punch Stuff
This is a brawling combat engine written in 2,868 lines of Javascript, in Unity. Included is a custom animation engine which allows for precise control over speeding up and slowing down time.
Oculus VR update uploading shortly
Online Version - requires Unity plug-in
Win Version - Xbox controller recommended
Mac Version
This is a brawling combat engine written in 2,868 lines of Javascript, in Unity. Included is a custom animation engine which allows for precise control over speeding up and slowing down time.
Oculus VR update uploading shortly
Online Version - requires Unity plug-in
Win Version - Xbox controller recommended
Mac Version
The New Green
The New Green is an "inversion" game, where the player goes from being a black character on a white background, to a white character on a black background. The biggest challenge was creating a simplified physics engine that could be arbitrarily flipped vertically and horizontally, and fed new parameters about what is considered solid and what is not.
The New Green is an "inversion" game, where the player goes from being a black character on a white background, to a white character on a black background. The biggest challenge was creating a simplified physics engine that could be arbitrarily flipped vertically and horizontally, and fed new parameters about what is considered solid and what is not.
Lament
This was a fun exploration of "can we scare people in 2D?" It re-uses a 2D overhead walking engine I initially wrote for Witches of Minidoka, a narrative-only game about Japanese internment camps. Here, we combined it with a flashlight that is constantly dying, enemies that are constantly not dying, and the foreboding sense that nothing is right in the world.
Note: I was the lead of two engineers on this project. We also had two artists and a sound person.
This was a fun exploration of "can we scare people in 2D?" It re-uses a 2D overhead walking engine I initially wrote for Witches of Minidoka, a narrative-only game about Japanese internment camps. Here, we combined it with a flashlight that is constantly dying, enemies that are constantly not dying, and the foreboding sense that nothing is right in the world.
Note: I was the lead of two engineers on this project. We also had two artists and a sound person.
Nice Planet: It's Ours Now
Warning: this game is geeky even by my standards. You're trying to make circles around planets. The trick is, though, that there are 6 moons around the planet, and you can make a circle along any of the moons, or the planet, or both. It's like tic-tac-toe, except you're drawing circles instead of lines. And instead of 3-or-4 dimensional tic tac toe, this is 6 dimensional circles.
Watch the instructions in the game. They do a much better job of explaining than I could.
The fun of making this game was writing a simple AI system that understood how to think in 6 dimensions, and then tuning it down so that it was actually beatable.
Warning: this game is geeky even by my standards. You're trying to make circles around planets. The trick is, though, that there are 6 moons around the planet, and you can make a circle along any of the moons, or the planet, or both. It's like tic-tac-toe, except you're drawing circles instead of lines. And instead of 3-or-4 dimensional tic tac toe, this is 6 dimensional circles.
Watch the instructions in the game. They do a much better job of explaining than I could.
The fun of making this game was writing a simple AI system that understood how to think in 6 dimensions, and then tuning it down so that it was actually beatable.
More game engineering examples can be found on the indie page.
TI-92 Projects
These are a few games written by me in 1995 for the TI-92 graphing calculator in Texas Instruments calculator BASIC. These require a TI-92, a connection cable, and TI-Connect software.
ENIGMA
MINESWEEPER
ENIGMA
MINESWEEPER