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