Resumé
Here is a copy of my resume.
Code Samples
Here are some code samples.
Videos
If you can't get the games to work, here are some videos of what I've done. Sorry about the choppiness.
Missile
This is a video of a missile special effect I made for the game Roadent Rampage which I'm working on with 4 other guys. The special effect consists of the smoke trail behind the missile, the fire coming from the missile, and the explosion when the missile hits something.
Speed Boost
This is the speed boost in our game. I acheived this effect by first rendering every thing to a surface which was set as the render target. Then I rendered that surface to the screen using a blur shader.
Speed - YouTube
Speed - Higher Res
Uber Bullets
These are the uber bullets in the game. They are simply quads that are oriented along the bullet's velocity vector and rotated about that vector to be facing the camera. A sort of half billboarding.
Cloak
The cloak is another powerup in our game. I achieved the soap bubble color effect by simply setting the diffuse color in the shader to the transformed normal.
Tank
The tank is a vehicle you can select to play as in my game Hostage Situation. In this video I run around the level and fight the terrorists. Scroll down to read more about this game.
Jeep
The jeep is a vehicle you can select to play as in my game Hostage Situation. Just showing off the jeep in this video. Scroll down to read more about this game.
Soldier
The soldier is a guy you can play as in my game Hostage Situation. Showing off the soldier in this video. Scroll down to read more about this game.
Games
These are a few of the games/tools that I have made. I put dates on them so you can see the progression of complexity.
Cat and Mouse v.45 Made April 2007
This is a little game a made at the beginning of school just to have fun. Its coded in C++ using the Win32 API. Ahh the irony. The hunter becomes the hunted.
Spike Strike Made June 2007
This is a fast-paced, high scoring game where you dodge spikes and shoot Bowser to survive. It is coded in C++ using the Win32 API. I implemented sprite animation for megaman when he runs.
Hostage Situation Made December 2007
This is a game I made by myself for one of my classes. This is the first time that their is a hint of good game architecture in a game I made. I'm using a message system and event system. I use the event system mostly so the game objects can talk to each other. I also implemented an object factory and an object manager to handle the game objects. I made a very crude particle system for the bullet trails and tread marks. I much improve on this in the Stickbiscuit Particle Editor. It was made using DirectX and C++. I made this game in a span of two weeks. I hope you enjoy it!
Stickbiscuit Particle Editor v1.0 Made January 2008
This is a particle editor I made for a game that I made with a group in one of my classes. I'm using managed DirectX and C#. I render each particle using quads. Click the randomize button to get some cool effects!
This is the proud culmination of two months of work in my Structure of Game Production class. Me and two others, Michael Kofman and Charlie Prouse, put our blood, sweat, and tears into this game. My part in the creation of this game includes the particle engine, graphics engine, sound engine, and asset production. As you can see, this game was made in 3D using DirectX. For my particle engine I loaded in the binary file created by my particle editor and rendered the particles using point sprites compared to quads which I used in the particle editor. I used DirectSound for the sound and a combination of Maya, GILES, and Blender for the 3D meshes. You will need a PC Dual Analog Gamepad to play. You can also play using the keyboard and mouse but its just more fun with a gamepad. You can also use two gamepads for multiplayer. We worked very hard and hope you enjoy the fruit of our efforts.