Fast-paced, local-multiplayer party game. Controls are simple to pick-up, but hard to master and every round features a different mechanic.
Mobile arcade-y game with a meta-game twist made with Unity. Currently doing all game design, art, programming, etc.
My attempt to build a Unity3D Editor Tool, inspired by the Animator.
Worked as programmer with artists Ted and Corey. 48-hour hackathon project for the Cartoon Network Game Jam competing for $48,000 in total prize money. Turn-based rhythm fighter.
Placed in top 5 out of 40+ teams.
48-hour Global Game Jam 2016 project. Play as a tribal musician and repeat the melody from the stars. Developed with Unity and an Oculus Rift DK2.
24-hour hackathon project. 2-4 players play as minimalistic birds with lasers to fight to the last man standing. Voted audience choice.
Perlin noise shader + voronoi mesh points.
Post Processing Effect that reads in the rendered image, cuts it into tiles, and superimposes ascii images from a mapping based on the brightness of the tile.
Burn shader based on a dissolve map and burn ramp.
Untitled 2D Platformer. Built a complex loot system / database and editor in Unity.
Developed with Unity for the Indies vs Gamers game jam. Play as a spaceship with a giant hammer and swing it around to destroy drones. Build up combos and try to beat your highest score!
Developed with Unity for the Epic Game Jam 2. Sneak up on a cow and try to tip it over, if it catches you moving then you lose!
An iOS action game built with Coconut (custom entity-component-system framework) and cocos2D-objc.
An objective-c entity-component-system library designed for use with cocos2d-objc.
Fast-paced iOS strategy game. Similar to tug of war. Won 2nd place in semester long game making competition.
iOS application that reads in a database of state and federal tax brackets to compute how much you make per hour. Visualizes how much time at work an item will cost you. Now on the app store!
Experimentation into basic shader code. Applies a sin function on the height of each individual vertex of a Perlin Noise surface.
Spontaneous event planning and invitation app. Developed over the course of the semester in a team of five.
Global Game Jam (GGJ2014) entry. Built in the span of two days with a team of four.
A raytracer implemented in C++. Does depth-of-field and texture modeling.
Finds solutions that arrange 4+ arm segments to reach a target.
Implementation of algorithms to split a curved surface into triangles for rendering.