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GAME DEVELOPMENT PROJECTS

Gunslinger - Outlaw Shootout
  • Western themed first person virtual reality arcade shooter game
  • Developed AI systems for in game enemies:
    • ​Planned randomization boss chase logic
    • Movement and shooting logic over a timeline for the airships
    • Dynamic spline movement system for explosive carts
  • Optimized game to 90 frames per second for an uninterrupted VR experience:
    • ​Projectile manager for rendering bullets relevant to player location
    • Promoted use of masked over translucent materials for smoke effects
  • Ensured network replication for a seamless multiplayer experience:
    • ​AI movement and attacking only on server
    • Replicated blueprint variables for reduced number of calculations​
Paranormal - Enter the Manor
  • First person multiplayer virtual reality horror game for an arcade experience
  • Curated an in-hand video camera system to record horror footage
  • ​Incorporated multiplayer functionality:
    • Restricted replication networking logic for efficient gameplay
    • Attenuated scare sounds for a seamless multiplayer experience
  • Optimized the game to run at 90 frames per second in VR:
    • Removed refraction on transparent objects to minimize draw calls​
    • Budgeted level of detail settings on specific high traffic areas in the level
    • Used custom culling volumes to load areas of the level efficiently
    • Emphasized use of static lighting instead of dynamic
  • Designed three levels in the game including the scares:​
    • Adopted the use of level sequencer to create horrifying cinematics​
Izcalli of the Wind​
  • Third person game involving exploration, speed and combat
  • Implemented a robust camera system in Unreal Engine 4 blueprints:
    • In-game look around using interpolation with auto retract feature
    • Auto incline and decline recognition
    • Camera lag for dodge and boost
    • Look at functionality to specify areas by calculating rotational directions
    • Aim down sight functionality for combat using rotational camera offsets
  • Utilized UE4 profiler to ensure correct frame rate during gameplay
    • Noted data on draw calls and CPU wait times at frame rate drop spikes​
    • Monitored function calls in code during tick at frame rate drop spikes
  • Developed GPU and CPU stat loggers to export area specific data in the level​
  • Assembled a menu UI system in UE4 UMG with video configuration functionality
Wavelength​
  • Beats based 2D platform action adventure game
  • Designed an enemy AI system
    • Movement and shooting behaviors around the player's location​
    • Vanishing functionality for the enemy's teleportation ability
    • Cove fire behavior to react differently when under attack
    • Reverse patrolling functionality to create evading enemies
Chase Masters​
  • Arcade style chasing game with multi-directional gravity map
  • Designed and implemented a custom gravitational and AI systems in C#:
    • Chase on all sides of an object using custom gravity values at all points​
    • Enemy chasing algorithm built on player's position and projection error
    • Enemy manager to re-use objects from a pool
  • Implemented the Facebook API in the game:
    • Read in token values from a Facebook account to get user's information
  • Launched game on mobile platforms
Minecraft 2.0​
  • First person shooter styled Minecraft game
  • Implemented a customized block approach to recreate the classic Minecraft game
  • Ensured rendering efficiency by occluding the rendering on the blocks that are not visible
  • Added a randomizing gold block generator to spawn the goal block each round
Follow the Leader​
  • Competitive arcade party game involving strategy and skill
  • Developed custom NPC's to run around in given bounds
  • Built a custom user interface to add game flow
Muppet Squad​
  • Muppet clean up party game
  • Developed and used custom sprites to represent players
  • Implemented a custom multiplayer follow camera to focus on all the players on the floor
    • Camera refocuses after every player is destroyed
  • Created an enemy spawning system to ensure efficient re-usability
Le Chat de Goutierre​
  • A game that simulates the love story of two cats
  • Implemented custom sprite behaviors to emphasize details in the game
    • ​Heart shapes on delivery to the cat​​
  • Added a custom user interface with custom fonts
Chuck Chimp's Cannon​
  • Educational physics based game with definitive targets
  • Implemented a secondary camera view to help player see the distance to barrels
  • Added a custom user interface with custom fonts and images
    • Implemented custom button sprite behaviors for effects​
Mission Escape​
  • Motion controlled maze game for medical research
  • Developed a custom movement behavior in Unity3D
    • Used the asset library for the Microsoft Kinect to recognize motion movements​
    • Translated the data from Kinect to Unity using C#
  • Game was featured in select hospitals in Philadelphia
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