Star Wars : Tales From the Galaxy's Edge
-Enhanced Edition- Acted as Lead Experience Designer to port the game Star Wars: Tales From the Galaxy's Edge as a launch title for PlayStation VR2 . Game is a highly cinematic experience where the player takes the role of a repair tech on the planet Batuu. Game features enhanced environments, dynamic lighting and 3D audio, and a haptics overhaul to utilize the dual sense controllers and headset haptic systems. Designed: Dynamic Haptics System to utilize new PlayStation VR2 technology. Created sound files with Sony tool to feed sound directly into the controllers while using weapons. Designed system documentation to scale and make each weapon feel unique by changing haptics intensity, adaptive trigger resistance, and adaptive trigger start/end locations. Programmed: Cinematic haptic events, Weapon Haptics, and Demo Version of title (Created in C++ for press event within 4 weeks) |
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Star Wars : Tales From the Galaxy's Edge
Last Call DLC for the second season of the VR game Tales From the Galaxy's Edge. Game is a highly cinematic experience where the player takes the role of a new character in the Star Wars Universe. Player can use blasters, droids, and tools to take on pirates, mercenaries, and even The First Order. Designed: weapons, AI, level, cinematics, combat, missions, gameplay systems, and puzzles Programmed: combat, dialogue, cinematics, checkpoints, puzzles, and branching paths |
Mario Kart: Koopa's Challenge
E-Ticket Attraction for the Super Nintendo World park. This attraction is a dark ride that incorporates AR technology to immerse guests in the interactive world of Mario. This is a game where the guest acquires shells at multiple points and can fire them in the direction that their head is looking. Guests must fire shells at Bowser and his allies to earn coins and help Team Mario win the race. Helped commission the attraction while working on and off site with the QA and Engineering & Safety teams. Worked on acquiring data from ride computers to report gameplay data to discover issues in software and guest satisfaction. Wrote over 125 data reports to showcase methodology of data to improve guest experience. Identified bugs and gameplay issues with software team to make changes to the game. |
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Super Nintendo World - Land Games
Worked on simulations for gameplay to influence interactive design. Created simulations in Unity and Unreal while incorporating new technology. Programmed systems aimed to be scalable to find the optimal design and gameplay. Games are part of a connected experience to acquire all keys from completing them. Player can turn cranks, hit alarm clocks, reassemble puzzles, and even hit POW blocks. All of these interactions are designed to make the player feel like they are in a real Mario game. Player must gather all of the keys and take on Bowser Jr. in the boss battle attraction. |
Grudge Of The Mandalorian
Side Project Game made with a team of 10 in Unreal Engine 4 using Blueprints over the course of 3 months. This is a game designed for the HTC Vive. This game is a personal take on ILMX Lab's Trials on Tatooine. I personally lead this project and took on the goal of creating a very authentic and cinematic experience in the Star Wars universe. Players can use their lightsaber to take on the famous Bounty Hunter Boba Fett from the films. Programmed: object interaction, materials and opacity, matinees and cinematic sequences, sound, Boba flight and firing patterns, Boba states and animations projectile movement, lightsaber states, blade extension and retraction, win condition and lose condition, post processing eye effect from damage, raycasting interaction. Learned: Wwise library creation and integration into UE4, how to use animations with blend trees in UE4, how to build the Unreal Engine 4 from source and edited the code to remove the black bars Unreal renders VR with. |
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VRchaeology
(Won best prototype in Rapid Prototype class) Prototype made with a team of 2 artists, 2 programmers, and 2 producers in Unreal Engine 4 using Blueprints over the course of 2 weeks. This is a game designed for the HTC Vive. The theme of this round was story. This game was meant to be an Indiana Jones esque experience. This game is an experience that takes the player through the tomb of emperor Qin Xi Huang Di's tomb to tell the story of his life and death. Players can use their torch to interact with objects, solve puzzles, and avoid booby traps. Enter one of the most famous archaeological finds in history with the HTC Vive! Programmed: object interaction, puzzle systems, torch lighting sequence, game states, sounds, and rotation wheel with hand using vector math. |
A Heart of Tin
Game Lab project that was created with 7 artists, 3 producers, and 2 programmers. I took the role of Programming Lead on this project. I conversed with artists to import the art and animations into the scene accurately. I worked with the designers to help program the systems they wanted and to make the tools accessible to non coders. This project was designed to be a tool for families with members experiencing depression. We worked with A Subject Matter Expert to make the experience authentic and accurate. The goal was to create a game that was a tool or educational rather than aim at creating something fun. Programmed: Wood chopping procedural mesh, Teleportation, object interaction, events, item sockets, trash pick up side game, matinee sequences, AI pathing, raycasting interactions, character states, converstation selections, aided in conversation system, and animations. |
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OpenGL fighter
This game was made entirely by me in OpenGL C++ over the course of 2 weeks. We were given an OpenGL framework and expected to learn how to use it to create a game. The game I created was designed to be a 2D fighter with multiple characters that have different stats. Players can jump, block, punch and kick to defeat their foe. Players also have the option of selecting one of their favorite characters from the popular Dragon Ball Z franchise! Programmed: rendering, UI, Character Selection, collision, gamepad integration, game states, sprite animation, physics, attack time delay to release punches and kicks, stuns with stun timers, and stats. This game will be migrated to XBOX One in the future using directX. |
Excommunicated
Game that was submitted for The Gauntlet. This was a course where we had to design a game and create it over the course of 6 weeks. If your game did not meat a criteria, it would be cut during one of 3 check ins. This game made it to the end. This project started with 2 programmers and then became a solo project in the final 2 weeks. I was the solo programmer in the last 2 weeks. My goal for this project was to create a fun experience that networked two HTC Vives together. It is a puzzle game where players use non verbal communication to help both sides find the answer within the time limit. Programmed: object interaction and movement over the network, Networking of puzzle systems, networking of matinee sequences, sound networking, aided in player movement and input over the network. |
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Drowsy Driver
Prototype made with a team of 2 artists, 2 programmers, and 2 producers in Unity C# over the course of 2 weeks. This is a game designed for the HTC Vive. The theme of this round was education. This game is designed to show the dangers of driving while tired. The player must balance their comfort (focus) and alertness (energy) levels to keep the car steady. The player can use items in the car such as food, the radio, or the window to keep levels in check. Programmed: environment generation, game states, object interaction, health UI, collision, sounds, and camera distortion/ blacking out. |
Techno Geo
Prototype made with a team of 2 artists, 2 programmers, and 2 producers in Unreal Engine 4 using Blueprints over the course of 2 weeks. This is a game designed for the HTC Vive. This game was designed to be geometry dash in VR. This game has a strong focus on music depending on the platform it is on and it's movement. Programmed: object interaction, platform movement, collision detection, gravity reversal sections, jumps, player rotation, player reset, save positions, physics, sequence, game states, and rotation of certain platforms around inside of circle with hand using vector math. |
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World Tournament
(Featured on Easy68K Website) This game was made entirely by me in 68K assembly over the course of 2 weeks. Game is a 2 player game where both players fire projectiles at one another to decrease foe's health to 0. Programmed: fix point math, sprites, image chunk drawing, gravity, controls, player collision, projectiles, projectile collisions, player states, 7 segment LED, and randomized power ups. |
Xtreme Cat Rescue
Prototype made with a team of 2 artists, 2 programmers, and 2 producers in Flash over the course of 2 weeks. I was also the project lead for this prototype. The object of the game is to climb the tree and save the cat before the fireman can take all the glory. Use your mech suit and moveable drone to perform stunts and jump to unreachable places. Programmed: player controls, collision, moving platforms, flip system, animation, and physics. Also programmed sounds and game states |
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Madden 17
AAA title from the popular Madden Football series. Players can become their favorite players and franchises to create their own moments of Football glory. The popular Madden Ultimate Team allows the player to draft and trade for the greatest team to dominate players from across the globe. QA: Identified gameplay and UI bugs for the Madden Ultimate Team mode. Logged all bugs and Quality Assurance Checks into Hansoft. Worked closely with programmers and designers to deliver a quality project. Worked on both the PS4 and XBOX One Development Kits. |
Hatch-It!
Developed in Unity for mobile. This is a puzzle game that is available on the iOS store. The objective is for the player to knock their robot into all of the eggs on the map once to hatch them. Players must hatch every egg on the map to complete them. There are over 75 levels with DLC level packs. Programmed: Bug fixes for levels before release. Optimized code for obstacles to run smoother. Fixed UI positioning and navigation. Designed 4 levels for future DLC packs. |
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