Every year, I make my significant other a game for her birthday. This year, I decided to do something extra special. I remade Pokemon Leaf Green for her, but at the end I hid a proposal.
I designed it to be as modular as possible. The Pokedex can be updated via an XML file and all of the NPC dialogue can be set / modified from a flat file. This allowed me to expand the game very easily and rapidly.
Developed in Unity and C#.
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From a work in progress to the final product, the core mechanics have stayed the same. A Frayed Knot is a rope-swinging platformer in which the only control is where to attach your rope. Using the force of the swing and proper timing, the user must over come traps and obstacles to reach the end.
Developed in Game Maker and GML.
A different spin on an infinite runner created for a local Game Jam. The theme was simply "halloween", and I ran with it.
I took advantage of random generation to make up for the lack of time during the jam. The road is lined with individual lots that spawn that queue up as the road goes on. Upon load, objects are randomly loaded to create the varied yards and driveways.
Developed in Unity and C#.
What was supposed to be a simple card game for a R.A.D. project became much more. I created a fully functioning blackjack game with a custom theme, sound effects and win / loss states.
Developed in Visual Studio and C#.
Instead of a typical project, I decided to make several smaller ones that compare and contrast different types of procedural generation.
I first showed how a simple queuing mechanic could be used to make an infinite runner.
The next example built on this queuing system, but queuing stretches of road with lots next to it instead of simple platforms. The lots each had properties that were randomly generated based on a rule set that would fill them with trees, houses and cars.
The next example showed how 3D arrays and random values could be used to distribute blocks to make a Minecraft style landscape.
I further built on this in the next example by adding perlin noise to the equation. Pure randomness is boring and doesn't make even or realistic terrain. By introducing a noise I was able to generate gradual slopes.
To best demo this project, I created a power point style software within Unity itself. This way I could demo live code, change parameters on the fly, slowly add layers of mechanics and complexity without having to use captured video or images.
Developed in Unity and C#.
Project G is a gravity based platforming exploration game. This early demo was built to show how the player could affect gravity and change the world around themselves. Walking up walls, deflecting bullets and being hurled through the air with a gravity gun.
Developed in C# and Unity.
Created in Unity and C#
Part of my exploration of games systems projects, I wanted to replicate the Skyrim lock picking mini game.
Developed while at Synapse, this tool allows the J-W employees to do Horsepower, Date, Weymouth and Emmisons conversions while on site.
Developed in Sencha and released on iOS
Created during my internship at Synapse for the Action News Now media station.
This app pulls data from a coldfusion server to populate the latest news, weather and videos. It incorporates live streaming, pre / post rolls and ad banners.
Developed In Xcode and Objective C.
Stevens Tractor is a large scale e-commerce Tractor Supply site I created while working at Hemingway West.
Developed in Magento
I started researching how to use Audio spectrum data in Unity and made this as a test.
The Scale and color changed based on the samples from the audio listener.
Developed in Unity and C#.
Hey Comedy butts!
Do you want to be able to hear your favorite quotes from The Comedy Button on the go?
This app has the best of Brian, Max, Scott, Ryan, and Anthony! In addition, it has sound bites from your favorite characters on the show; including, Ryan's Dad and Duck Nukem!
Check out more of The Comedy Button here.
Developed in Xcode and Objective C