Mobile Platformer

Help FRED conquer his fears in this 3D action-adventure.

Mystery Ball

Artistic Debate

Defend your museum from the modern art invasion.

Curator Defense
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    DirectX & OpenGL

    Experience building 3D game engines on top of both DirectX and OpenGL. In addition to both 2D sprite and 3D object manipulation/rendering support and shaders, also created fully in-game level editors and powerful toolkits for quick gameplay tweaking and generation.

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    Mobile & PC

    Familiarity working on a diverse set of platform, including desktop games that scaled up to today's latest and greatest and down to yesterday's bold and old, as well as on mobile platforms where space, computing power and graphics support need to be utilized conservatively.

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    Indie & Pro

    Privilege of working with popular, well-known intellectual property, communicating with publishers and delivering on-IP results with licensors. Conversely, have also built smaller scale games for niche markets that explore unique and fresh game design concepts.

  • Mystery Ball

    Mystery Ball is a universal game for the iPad & iPhone that mixes the fun of oldschool ball games, the strategy of The Incredible Machine, the zany, clever & humorous story-telling of World of Goo, & the over-the-top physics of Monkey Ball. FRED, the main character, is a confused, terrified little ball that needs the player's help to collect bravery badges and doodads to eventually conquer each of his three fears (consequently unlocking new abilities).

    Programmed in C++ & Objective-C directly on top of OpenGLES. Code base kept generic for future expansion to other platforms like Android & Windows Phone. 3D modeling done in Blender; textures done in Photoshop. One-man project: everything you see and do was built by me.

    Hats:

    • Hat Hat
      game designer

      Game was designed over the course of two weeks, including characters, Doodads (gameplay devices), unlockable skills and level design. Complete GDD is available by request.

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      engineer

      3D game engine, in-game level editor, physics/collision and all scripting.

    • Hat Hat
      artist

      2D user interface sprites and particles, 3D game models and 2D textures.

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  • Marvel Heroes

    Built for the plug & play TV Games platform, this five-in-one collection of super hero games is designed to be an action-packed, Marvel-themed, non-stop adventure. Especially great for children who do not own a console set, the TV Games platform provided an inexpensive entertainment solution. Because the hardware needed to be kept on the low end, 16-bit era gameplay and graphics were the goal; 2D sprite animation and tile-based levels were our bread and butter. Crafting original games based around well-known and established intellectual property was the challenge.

    In Wolverine Fast Ball Special, the player guides the clawed hero through a series of accelerators to reach the end of a training course. After dodging all kinds of whacky and life-threatening devices, Wolverine faces off with a giant Sentinel head in an epic boss battle. Time slows down to a halt for the player to quickly punch in and mimic a series of special moves in to defeat the Sentinel before his charge is full and the Danger Room destroyed.

    Hats:

    • Hat Hat
      game designer

      Responsible for designing the overall game mechanics and boss fights, level design and working with the art team to ensure we stayed on IP with Marvel.

    • Hat Hat
      engineer

      Programmed physics and gameplay mechanics, animation code and worked with art team to adjust animations for best possible cool factor with limited hardware.

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  • Nicktoons Summer Camp

    Nicktoons Summer Camp is another five-in-one collection game that features protagonists from this generation's favorite Saturday morning cartoon shows. Rope Swing Toss, a game where SpongeBob and friends swing out over a lake and attempt to land in a high-point floating circle, was a particular hit in our in-house QA and engineering groups. More than a few modest wagers were won or lost over this amazingly fun yet simple game that hinged on flying over various power-ups to get further across the lake.

    Because memory budgets are so tight on hardware like this, we really had to squeeze final art and music assets. In crunch, we ended up having to remove a couple frames of animation from each character to fit everything.

    Hats:

    • Hat Hat
      engineer

      Coded two of the five games: Rope Swing Toss and Adventure Race. Also built main menu and inter-level UI. Fitting all the art assets, code and sound on the tiny chip was a challenge.

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  • Curator Defense

    Curator Defense was built in 2005 for the PC when Tower Defense was not yet a genre and only a niche community had heard of it from playing Warcraft 3. In Curator Defense, the player's goal is to take on the role of curator for a high art museum that believes modern art-- quite simply-- is not art! A local mad scientist has created a plethora of robotic modern art that will invade your museum after business hours. The player earn Museum Bucks for their work and must use them to purchase museum-themed defenses like "The Other Venus" (de milo gone wrong) to thwart the invading horde.

    Unlike most Tower Defense games that are now in vogue, Curator Defense lets the player create their defenses anywhere in the museum (not in preset positions), allowing for a more creative approach for each player.

    Hats:

    • Hat Hat
      game designer

      Designed theme of the game, mechanics, level, enemies, defenses, user interface, etc.

    • Hat Hat
      engineer

      Built game engine on DirectX9, used C++ for all coding. Collision detection, 3D picking, enemy AI and pathfinding (A*).

    • Hat Hat
      artist

      Used 3DSMax for creating 3D art assets, Photoshop for 2D textures and sprites.

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