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Game Projects

Max Speed

Team Size: 6

Platforms: Windows and Mac OS

Description

Max Speed is an endless racing game where you earn points by performing tricks while in the air or by running over pedestrians. The goal of the game is to reach the current point goal before the timer runs out. Each time the timer reaches zero and the goal has been met, the goal will increase. Max Speed also has an online leaderboard so players can compete with one another from any version of the game.

Contributions

Lead Programmer


  • Lead most of the programming decisions for the game

  • Created infinite level generation system

  • Also created tools inside the Unity Inspector for the level generation, which allowed any team member to make changes to spawn rate and other settings without the need to make any code changes

  • Created an online leaderboard using LootLocker SDK

  • Implemented most of the audio into the game

  • Helped other programmers develop features and fix bugs for almost every aspect of the game.

Tools Used: Unity, LootLocker, Git, Jetbrains Rider

Tilt Maze

Solo Project

Platforms: Windows, Linux, Mac OS

Description

The idea for Tilt Maze was inspired by the Myahm Agana Shrine puzzle in the legend of Zelda: Breath of the wild. I tried to replicate the tilting mechanics from that puzzle and then expanded upon it to make Tilt maze unique from the puzzle. The goal of the game is to roll the ball to the exit before time runs out. Portals have random chance to spawn and can give you a shortcut if they spawn in advantageous positions. Some Maps also have blocked passages and you will need to find a key in order to get to the exit.

Contributions

Programmer


  • Developed the rotation controls and angle locking

  • Created Random Item spawn system and random map selection

  • Developed Portal system and wrote logic to maintain minimum portal distance to ensure that the portals would always be useful

  • Created game timer

  • Wrote code for key system and interaction with gate


3D Artist


  • Created wall and floor models using Blender

  • Modeled portal base model in blender then sculpted in Zbrush

  • Created procedural textures using Substance Designer

  • Textured portal and created emission maps using Substance painter


VFX Artist


  • Created Portal effect using Unity Shader Graph

  • Created see-through effect using a custom renderer by using Unity Universal Render Pipeline. The renderer lets you see the ball and other objects through walls

Tools Used: Unity, Visual Studio, Git, Blender, ZBrush, Unity Shader Graph

CYBER DYME

Team Size: 6

Platform: Windows

Description

Cyber Dyme is a beat'em up style game where you have to make it to the end of the level by defeating enemies that block the path. You defeat enemies using either a single target attack or an AOE attack

Contributions

Lead Programmer


  • Used object-oriented design by creating a shared base class that both the enemy and player classes inherit from which contains the shared attributes. Also created virtual methods in the base class that both the enemy and player classes overide

  • Created beat'em up style camera system which only starts following the player after they have walked to a specified range then stops following the player when they exit that range at the end of the level

  • Designed and implemented enemy AI by creating predefined intersecting ranges which track which range the player is currently in. Then the current state in a state machine is changed which tells the enemy where to move to. The state machine also dictates whether the enemy is allowed to attack the player.


VFX Artist


  • Created rain effect using unity's particle system

Tools Used: Unity, Visual studio, Git, Unity Particle System

Crustacean Frustration

Team Size: 7

Platforms: iPhone and Android

Description

Crustacean Frustration is a brick breaker game I worked on as a part of the DigiStudio program at MassDigi. When I was assigned to the project the game was already released and was on the app stores for both iPhone and Android. My job was to work with other students from different universities to fix bugs and expand upon the existing features.

Contributions

Programmer

  • Learned analytics on the job and added analytics to track how many players got through the tutorial

  • Worked with other students to determine where player retention was dropping

  • Created a background-changing system that changed the background after the player beat a certain amount of levels in order to combat the drop in player retention.

  • Learned how to work with save data in order to ensure the current background the player was on persisted through play sessions

  • Fixed a number of bugs that made it hard for team members to playtest

  • Worked with other programmers to do code reviews before merging changes into the main branch

  • With the help of other students on the team, we created a presentation to summarize our progress to our supervisor

Tools Used: Unity, Plastic SCM, Trello, Miro, When2Meet

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