Game

Rolling Bear

Rolling Bear

Rolling Bear was a game I made in my final year at the Academy of Interactive Entertainment, It was coded entirely in c++ and used a barebones copy of the Gamebryo Engine, the same engine used for Skyrim. The engine was barebones which meant it only had a renderer, so we had to write the parser from the map editor we used for the artists, and had to code all the integration with PhysX for the physics.


If you'd like the play the game, you can download it here: Click Here to Download

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Rumble Academy

Rumble Academy

Rumble Academy is a 4 player brawler that pulls from classic titles, like Super Smash Brothers and Power Stone.

More About the Production:

I was working on Rumble Academy for about 7 month, my job was designing and building the game, while my co-worker was building the networking. While working on the gameplay I designed the basic physics system and moved onto building tools to help production and allow the designers to move specifically work on balancing and customizing player feel. We had 2 types of characters, a melee character and a magic character.
For the melee character I designed a system that allowed the designers to select a hitbox and attach an animation to it, which simulated swings of a weapon. From that point they could attach durations and timing for specific swings. This system would also allow combo's as different melee sets could be played in unison.
For the magic based characters I designed a plugin that attached to the editor. This let them create a "Magic Object" and then attach attributes, the list of attributes would allow for nearly any kind of magic object, such as timing, duration, movement effects and the such. I'll upload to the tools section soon a write-up on the tool specifically.
The game has not been released yet, but you can read more about it here: Rumble Academy

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Shut It

Shutit- Mobile Game

Shutit was made during my time working at Mosoga. It was a quick client job, that took close to 3 weeks to build. It was an interesting experience as It was my first client-app and I had to overcome a lot of obstacles. The game was never released and can be played here:

Please Note: You'll need to play the game in Firefox or Internet Explorer as the Unity3D Web Builds doesn't work anymore for Chrome

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Frinkle

Frinkle - Mobile Game

Frinkle is a fun, simple interaction game that has a very addictive feel.

More About the Production:

Frinkle was a client project, It was exciting to explore 2D parallaxing and and just explore some simple mechanics and see how we can use them to make something with a similar feel to Flappy Bird. The game was an exciting project to work on, if you'd like to read more, feel free to play it here:


IOS Store
Google Play

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Ninjas Vs Zombies

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Moose Goose

Moose Goose - Mobile Game

A mad scientist traps a Moose in an attempt to mutate it into a Goose, against its wishes! Help the mutated Moose Goose escape the lab while avoiding the cunning and challenging traps that the scientist has planted along the way.

More About the Production:

The game was built in 2 weeks, and was a bit learning experience for the company to explore more efficient ways to add all the social aspects to apps. From this app, I developed a tool that was used in many of our other apps, an incredibly simple all-in-one social integration tool that automatically adds Facebook, Google Play, Game Centre, Twitter and Admob, with all the XCode linking done without any back code work. You can read more about it here:

More About the Development:

The first thing I code was a simple example of the gameplay, I coded the physics and death systems and confirmed them with the designers. After we were happy with that I moved into developing a level design system that the artists could make, that allowed them to fully develop all the levels without too much code support. It was essentially a system that allowed them to create a collection of pieces for a segment, such as obstacles and background / foreground art and pull from a pool of assets and change the textures for optimal usage. It did a similar system for particles.

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Blinky Bill - Mobile Game

Blinky Bill Augmented Reality App

Blinky Bill is an augmented reality app. You can spin the characters around, make them larger, smaller and save them to your camera roll. You can now also dance with Blinky and Nutsy using the video capture feature.

If you'd like to read more about the game, the official website is: http://quests-end.com/projects/#blinkybill

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Tiny Assasian

Tiny Assassin:

Tiny assassin was a prototype game concept where you play as an assassin planning out his next hit. The game plays from the Assassins perspective who's looking at the blueprints of the targets castle planning exactly how he wants to attack, and visualizing it in real time. We also integrated a time mechanic that allows the player to reverse back, to simulate the assassin changing his mind.

What did I do?

It took 2 weeks to make this prototype, and that included building all the technology that was needed to run the game.
I constructed a 2D framework to allow animations to play from a sprite sheet, reducing the draw calls (This was made before Unity2D framework was released).
I also constructed a level editor that would bake the entire level into a single texture sheet, making the scenery of the level essentially one draw call.

This game was a lot of fun to make, and is hopefully equally fun to play!

You can play the game underneath

Please Note: You'll need to play the game in Firefox or Internet Explorer as the Unity3D Web Builds doesn't work anymore for Chrome
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Zaltrap - Kinect Game

Zaltrap - Kinect Based Game:

This game was a client-project that I designed and programmed while working at Big Paw Games. The client wanted a fun and educational game that utilized the Kinect and I feel we delivered a very engaging experience.
The company develops an anti-cancer drug, and they planned to use this on showroom floors and in their offices to help people understand the drug. We ended up building a game that had a mechanical flytrap (at the request of the client) and It would follow the players hand, as it came close to a protein, it will snap shut.

What did I do?

I managed to hook the Xbox Kinect's SDK into Unity within a weekend, Xbox had great support. We then found ourselves with quite a few different questions, like whats the best way to detect movements, what feels the most enjoyable and what isn't too complicated for people to use. Some of the things I experimented with are:
  • Scanning lots of different people and detecting gestures, which worked but was requiring too much movement, such as your other arm swinging to cause your flytrap to bight
  • Using both arms distance to operate each the upper and lower jaw of the fly trap - Which we found too exhausting over long use (Also the Kinect couldn't handle people clapping, it would loose track of the hands)
  • Using one arm that autosnaps when near a protein (Which we ended up on).
  • I also had to do some funky things with animations to create the perfect rotations and movements that we see in the video below. After 4 weeks had the project complete and ready for production

    I also made a video showing off the movements of the game and talking about how I problem solved with it.

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    Clockwork

    Clockwork

    Clockwork is the story of Atto, a lonely mechanical boy in a great mechanical city. Atto lives amongst the factories that run day and night, fixing the machines and people that constantly break down. But then the trust pocketwatch he has owned for four hundred years suddenly wakes up, introduces itself as Milli, and gives him a quest. Milli says she can fix the city once and for all.

    What's is my involvement?

    For the last 7 months I've been leading the Design and Programming for the production of the game. We currently have 4 Artists, a producer and me leading the code. It's been an incredibly exciting experience to work on a game that you really want to make, and seeing it slowly come to life has been very fulfilling.

    More about the game

    The game is a time manipulation based puzzle game. As we designed this game we wanted the player to experience time manipulation in a new, exciting way, we wanted him to feel like a really new experience.
    As well exciting gameplay we also wanted to give the player a really engaging story that really attaches the player to the world.

    If you'd like to read more about the game, the official website is: http://www.clockwork-game.com/

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