LAR
DETAILS
PROJECT YEAR: SENIOR
TEAM SIZE: 3
DEVELOPMENT TIME: 4 MONTHS
PLATFORM: PC
DOWNLOAD
RESPONSIBILITIES
GAMEPLAY
AUDIO ENGINE
CONTROLLER + KEYBOARD INPUT
GAME LOGIC
USER INTERFACE
HUD
XML FILE I/O

LAR was an 1 semester Senior game project made by a 3 person team. Its only requirement was that it was in 3d.

LAR is an old-school, fast-paced, endurance shooter much like Geometry Wars, where players fight to keep the darkening world bright and colorful. Take control of a ship in an environment constantly being consumed by darkness. Remain in the dark for too long and prepare to embrace death. Prevent this fate by fighting back relentless enemies who explode in a variety of colors, bringing temporary light and color back to create an ever-changing playfield.


BALLOCKS
DETAILS
PROJECT YEAR: JUNIOR
TEAM SIZE: 3
DEVELOPMENT TIME: 8 MONTHS
PLATFORM: PC
GAMEPLAY VIDEO
DOWNLOAD
RESPONSIBILITIES
NETWORK ENGINE
AUDIO ENGINE
INPUT
CONSOLE
MESSAGE SYSTEM
GAME LOGIC
USER INTERFACE
HUD

Ballocks was a 2 semester Junior game project made by a 3 person team. The requirements for this game are that it must use real-world physics and have networked gameplay.

Ballocks is a fast-paced, 3D, multiplayer marble game where players go head-to-head in arena-combat and make use of a blast attack to damage other players on a small spherical world.


SQUISHY THE STARFISH
DETAILS
PROJECT YEAR: SOPHOMORE
TEAM SIZE: 4
DEVELOPMENT TIME: 8 MONTHS
PLATFORM: PC
REVIEW + GAMEPLAY VIDEO
DOWNLOAD
RESPONSIBILITIES
MENUS
LEADERBOARDS
HUD
AUDIO ENGINE
MP3 SUBDIRECTORY LOADING
SCREEN TEXT
PARTICLE EFFECTS
OBJECT FACTORY
BASE OBJECT DESIGN
LEVEL DESIGN

Squishy the Starfish was a 2 semester Sophomore project. The requirements for this game were that it must be 2-dimensional and have parallax scrolling.

Squishy the Starfish is a 2D side-scrolling environmental puzzle game. Making use of Squishy's unique ability to extend his five elastic arms, the player must swing, climb, and maneuver throughout the underwater world. Gameplay is very unique because of the simplistic mouse-only controls.


HACK.TXT
DETAILS
PROJECT YEAR: FRESHMAN
TEAM SIZE: 4
DEVELOPMENT TIME: 4 MONTHS
PLATFORM: PC
DOWNLOAD
RESPONSIBILITIES
MAIN MENU
FILE LOADING/SAVING
SIDESCROLLER LEVEL CREATION
SIDESCROLLER GAMEPLAY
HUD
IN-GAME STORE

Hack.txt was a 1 semester Freshman project. The requirements for this project were that it must be text-based and in a command prompt.

The gameplay takes pieces from the RPG, Platformer, and Strategy genres. The player takes the roll of a hacker who must traverse a computer network to access the proper terminal and then "hack" the computer to do as he needs. There are upgrades to the player's abilities which enhance his network traversing and hacking skills.


GAMEBOY ADVANCE

This was a Nintendo Gameboy Advance game demo made using C with the HAM Library. This project required the following:

- Multiple Screens
- Background Fading
- Viewport Scrolling
- Player Movement
- Player Animations
- Object Collision
- Rotations

Roids is an asteroid dodging game. The goal is to move your ship up and down, avoiding the spinning asteroids as your ship soars through the asteroid field.


GAMEBOY COLOR

This was a Nintendo Gameboy Color game demo made using Assembly and the NO$GMB simulator. This project required the following:

- Multiple Screens
- HUD
- Bounding Box Viewport Scrolling
- Player Movement
- Jumping
- Player Animations
- Object Collision
- Tile Sets (Level, Enemy, Player, Letters, Numbers)

The game, DigiBoy, is a platformer where the objective is to reach the key at the end of the level. Use the platforms above to move DigiBoy over the Panda-Guard, dodging his fireballs, and reach the key on the other side.


CURVES

This project has the following 6 curve algorithms implemented:

- Bezier Curve - Nested Linear Interpolation
- Bezier Curve - Bernstein Polynomials
- Bezier Curve - Midpoint Subdivision
- Interpolation - Polynomial Interpolation
- Interpolation - Cubic Splines
- B-Splines - DeBoor Algorithm

All curves are able to be edited and control points moved in real-time.


BUMP MAPPING

This project was a culmination of the 300-Level graphics course. The following is functionality this project includes:

- Software Scanline Rasterizer
- Phong Lighting
- Mip-Mapping
- Bump Mapping

The framework was provided by the professor.


SHADOWS

This project was a culmination of the 200-Level graphics course. The following is functionality this project includes:

- Rotation, Scale, Transform Matrices
- Viewing and Perspective Transforms
- Triangle Rasterization
- Object Culling and Clipping
- First-Person Camera Control using Spherical Coordinates
- 3D Object Picking
- Shadows

The framework was provided by the professor.


A* PATHFINDING

This project required the implementation of the A* search algorithm. It was required to compute one step of the algorithm at a time so as to be flexible in its integration into projects.

There is the option to change the heuristic weight on the search which can help or hurt the efficiency of the search. If it is set to 0.0, the search is basically doing a Dijkstra search.

The framework was provided by the professor.


AUDIO TOOL

This was part of a large team project for an audio class to make a low level audio engine, high level audio engine, and a tool. Two classmates and myself were in charge of the tool.

The tool had no specific requirements except that it had to be able to interface with the high level engine. This tool has the following features:

- Create Events
- Create Global Variables
- Edit Pan, Volume, Pitch, and Reverb
- Set the order and time in which sounds within an event are played
- Pitch Shifting
- Looping
- Streaming