Glacier Hop is a unique twist on the infinite runner genre. It pits you against an endless series of lonely, hostile snowmen in a desolate arctic wasteland. Armed only with your jetpack and the will to survive, you must race against the elements as you attempt to hop from glacier to glacier, utilizing only the heat from your jetpack to keep warm. Be careful, though – keep TOO warm and your jetpack will explode!
I worked on the majority of the core game loop including the character controller, enemy AI, and a number of miscellaneous things.
#1 in all user-voted categories for Game Maker’s Toolkit 2017 Game Jam (though that might be because only two people rated it during the voting period…)
Gravitas: The Arena is an innovative, 1v1, zero-gravity first-person shooter made for VR, currently in pre-alpha.
I am responsible for the majority of the underlying networking code for Gravitas. As a fast-paced VR game reliant largely on physics for locomotion, Gravitas presents a number of extremely unique networking challenges which demanded clever, time-sensitive solutions. Every part of the game has been designed with these limitations in mind. Our networking layer grants us the extremely fine level of control required to ensure a fast, stable experience in such a complex setting.
A top-down 2D boss rush game heavily inspired by games like Dark Souls and Cuphead.
"Awaken in a supernatural underworld you know nothing about. In order to escape, you must defeat the Guardians of the underworld."
I worked on the majority of the core high-level gamplay systems including combat, AI, the world state tracking system, the dialogue system, etc.
This game uses my input system.
A utility that parses the generated Glad header to emit C++ classes to buffer OpenGL commands. The intention is to allow for multithreaded command creation, then single threaded command submission, similar to D3D11 deferred contexts. It can also generate type-safe enums based on the OpenGL Registry's XML specification.
A small, header-only C library to load wav files. Designed in the style of the stb libraries.
Written to fit the needs of a custom game engine.
A custom input system for Unity with runtime rebindable keybindings and a very slick API. It currently has support for keyboard/mouse (using Unity's builtin input) and Xbox-like gamepads (via SDL_GameController and Windows.Gaming.Input for UWP).
To my knowledge, it has been used in two released games (Icaro and Meoware on this page) and is being used in a number of hobby projects.
Ye Olde Cactus Smash is an innovative VR experience. You – a cactus – are trapped in the desert with an unending horde of feral cowboys who wish to murder you and drink your bloo… water. Luckily for you, this is a strange place where garbage falls from the sky. Your only means of defense from the feral horde is to throw these pieces of garbage at the cowboys, Katamari style.
I made the character art, the enemy AI, the main level, and the combat system.
University of Texas EGaDS 2016 Game Jam Best in Show Winner