Boom: The Explosion Simulator

Genre: Simulation
Platform: Browser
Language: HTML5/CSS/JavaScript/GLSL
Engine: Three.js
Lead Programmer
June 2013 - August 2013

Boom

Beat Ball

Genre: Rhythm
Platform: Sifteo Cubes
Language: C++/Lua
Engine: Sifteo SDK
Programmer/Designer
April 2013 - June 2013

Beat_Ball

From SCGJ website : Beat Ball is a rhythm game for the Sifteo Cubes. At the start of the game, a ball begins moving on a random cube to the rhythm of a song. When it hits the middle of the cube, it chooses a random direction (up, down, left or right) and starts going in that direction. The player must move a cube to the side that the ball is going to before the ball gets to that side. If the player can neighbor the cube in time, they get a point. If they can't, the ball blows up and the game restarts. The goal is to get the most points! This game is challenging and takes a few play-throughs to get the hang of.

Half/Way

Genre: Party
Platform: iOS, Android & Windows
Language: C#
Engine: MonoGame
Back End Developer
January 2013 - November 2013

Half-Way

Siegebreakers

Genre: Beat 'Em Up/Tower Defense
Platform: Steam, & Xbox 360
Language: C#
Engine: XNA/MonoGame
Programmer/Designer
November 2012 - September 2013

Siegebreakers

From Siegebreakers kickstarter page "Siegebreakers is a Hack-and-Slash Base Defense game focused on the good old-fashioned fun of couch co-op. You and your friends play as the Siegebreakers, an elite group of dwarven mercenaries hired out to defend castles from sieges." My responsibilities on Siegebreakers were in the underlying tech behind the game. For the game engine, I oversaw it's creation and implemented a multi-threaded game loop capitalizing on the Xbox 360’s hardware threads specifically. Throughout development, I advised on all performance concerns and optimized the code base for performance and maintainability on the Xbox 360, PC, and Linux. I also worked on a multiplayer networking solution that utilizes MonoGame and Xbox Live.

Circuit Hoppers

Genre: Puzzle-Platformer
Platform: Arduino, Android & Arcade
Language: Wiring
Engine: Gameduino
Lead Programmer/Designer
May 2012 - October 2013

Circuit_Hoppers

Circuit Hoppers aims to be a breakthrough in all of: technology, human-computer interaction, and edutainment. Players navigate obstacles by physically constructing circuits on the breadboard used to interface with the in-game world. These circuits correspond to critical game objects that will aid the player in thwarting foes and progressing at astronomical rates (i.e. resistors form platforms, discharging capacitors open doors, etc). The technology for circuit recognition that drives Circuit Hoppers as well as the new design challenges faced with this unique medium will inhibit Circuit Hoppers from a full-release in the near future.

Insanity Ball

Genre: Arcade
Platform: PC & Playstation 3
Language: C++ with OpenGL
Engine: Insanity Engine
Lead Programmer/Designer
April 2012 - December 2012
Insanity_Ball

Insantiy Ball strives to be a new perspective on pinball and minature golf where players must acquire points based on both the amount of objects they hit as well as bounces off the flippers and how close each bounce gets to the target hole. While players try to maximize their score and accuracy, an indecisive AI is snooping overhead, ready to make supernatural changes to the play environment. The concurrently-evolving technology behind the Insanity Engine makes the dreams of Insanity Ball a reality. On top of design responsibilities, I also held responsibility with engine enhancements and gameplay implementation. Work on a Playstation 3 port that would support the Move controller was done as well.


Immanuelz (God is With You)

Genre: Simulation
Platform: PC & Android
Language: Processing, Java, and C with JNI
Engine: N/A
Engine, UI, & Tools Programmer
February 2012 - March 2012
Immanuelz

Immanuelz is an open-world diety simulation where players are free to enhance or destroy the world as they see fit. All the while, three other dieties inflict their own influence upon the world in an attempt to thwart the player's active goal. A clever implementation of Goal-Oriented behavior drives the opposing dieties objectives. On top of this AI behavior, I was also responsible for touch-friendly UI and performance evaluation of both the AI implementation and the Android hardware. The concurrently developing BananaMark application was able to drive effective performance evaluation, and Immanuelz's AI simulation found a home within BananaMark.

Panorama

Genre: Simulation
Platform: PC & Xbox 360
Language: C#
Engine: XNA Framework 4.0
Xbox 360 Porting Programmer
December 2011 - Present
Interface

Inspired by the innovative PokemonSnap, Panorama takes the core of Pokemon Snap's photography system and reinvents it using actual evaluation techniques from the photography field. On top of the textbook-defined scoring system, users are also able to make photo comparisons themselves and machine learning algorithms are used to evaluate how users think versus the textbook evaluations. An XBLIG port with a global database of photos lie in wait for Panorama and the implementation of these will expand my console development experience as well as push my ability to learn a new medium and apply it quickly (databases).

The Ajay McCaleb/John Nielsen Experience

Genre: Adventure
Platform: Web
Language: Inform, Processing, and Twine
Engine: N/A
Lead Programmer/ Designer
August 2011 - Present
amjne

A final project for DANM 132, The Ajay McCaleb/John Nielsen Experience explores the process of maturity between two best friends, my childhood friend John Nielsen and I. Players choose whether to explore the memories of myself or those of John. Going down my memory track presents players with a more traditional literary experience while John’s track plays more as a video game. The two paths merge together on multiple occasions with a story curve that resembles two sine waves offset by 90 degrees with descending amplitude. Implemented as a hybrid of traditional literature, hypertext, interactive fiction, a traditional video game, and an augmented-reality game, this project attempts to ask the question of what the future holds for storytelling in video games.

Cramming: An Interactive Midterm

Genre: Hypertext/Educational
Platform: Web
Language: Twine
Engine: N/A
Lead Programmer/ Designer
August 2011

An experiment in edutainment, Cramming: An Interactive Midterm, tells a compelling story of a slacking Computer Science student who has a lot of work to do, and a very important midterm to study for. In the midst of studying for their exam, players can go down many branching paths to find the ideal way of learning the material for the upcoming exam. Whatever paths the player goes down will later determine the exam they will have to take. Some paths will lead to an easier exam where others will make the task much more challenging. After completing the exam, players are then given their grade as if it were an actual exam. As an educational tool, this hypertext provides a story intensive framework for future edutainment endeavors.


Rocket Warrior


Genre: Party-Fighting
Platform: PC & Xbox 360
Language: C#
Engine: XNA Framework 4.0
Supporting Programmer/ Administrative Manager
January 2011 - Present

Derived from the chaotic natures of Super Smash Brothers and King of the Hill, Rocket Warrior attempts to combine the strengths of both games as well as incorporate a larger emphasis on gunplay to create as chaotic of a multiplayer experience as possible. In Rocket Warrior, players must hold onto the capture point on the map until they reach the score limit. All players are in a frenzy to hold the capture point, giving an overall aesthetic feel of playing Super Smash Brothers with guns and on a much smaller stage to enhance the chaos. Implemented in C# using XNA Framework 4.0, Rocket Warrior displays adept skill in game development, as well as pushing the boundaries of game design. Used as a final project for CMPS 20, with the skills gained from working at Chronic Logic, an XBLIG appearance is planned for the near future.

Bunker

Genre: Survival
Platform: PC
Language: C#
Engine: XNA Framework 3.0
Supporting Programmer/Audio Coordinator
January 2011

As part of Global Game Jam 2011, Bunker was created using C# and the XNA framework within 48 hours. Players assume the role of the last four humans left on Earth in a post-apocalyptic universe. Nature is determined to end humanity through storms of meteors and other natural disasters. It’s up to the survivors to construct an underground shelter and survive as long as possible, but they’re only delaying the inevitable demise of the human race. Bunker was awarded the Global Game Jam achievement for having no explicit goals. Further development is planned.

Climb!

Genre: Arcade
Platform: PC & Xbox 360
Language: C#
Engine: XNA Framework 4.0
GUI/Profiling Programmer
December 2010 - February 2012

Climb

Climb! serves as Chronic Logic's first effort into the home console market, being targeted for an Xbox Live release. In terms of gameplay, Climb! is a hybrid of mountain climbing and Mario Kart. 1-4 players take to mountains filled with falling boulders, waterfalls, meteors, and death machines. Players can carry up to five items to either aid their journey to the top or impede their opponent's futile efforts. Currently Climb! is implemented in C# with XNA framework and uses many features far beyond those implemented in Rocket Warrior. In particular, Climb! features networked multiplayer as well as integration with Games for Windows/Xbox Live profiles. Climb! is slated to release on XBLIG in December 2012.

Unnamed Processing Project


Genre: Arcade
Platform: Web
Language: Processing
Engine: N/A
Lead Programmer/ Designer
Novermber 2010 - December 2010
Untitled_Processing_Project

Used as a project for FILM 20C, this title aspires to be a new approach to the 2D shooter formula. Instead of having scripted appearances of enemies, this project introduces random enemy generation on a genre that heavily relies on scripted events. Furthermore, the player s attack consists not of shooting, but of absorbing enemies to grow larger. This absorption introduces collection mechanics similar to Katamari Damacy and players will be able to use their new size to absorb more enemies quicker. On the contrary, if the player becomes too large, they will inevitably die as they will not be able to foresee enemies approaching them, displaying an inevitable fate regarding holders of power.

Zatikon

Genre: Turn-Based Strategy
Platform: PC
Language: Java & Actionscript
Engine: N/A
Unit Programmer
September 2010 - December 2010

Originally developed by Gabe Jones and Chronic Logic, Zatikon is a title that plays as a fusion between, typical Real-Time Strategy, a trading card game, and Chess. Players are allowed to construct armies from a variety of over 100 unique units and send them into battle against the artificial opponent or other players online. Movement is allotted in a similar manner as Chess as the game is played on a similar style grid. Building armies incorporates the trading card aspects as players can purchase as many units as affordable, but can only bring so many into battle. RTS elements are displayed in how the players use each unit s unique abilities in battle. Overall, this fusion of elements establishes a thought provoking, and engaging experience far greater than many popular titles.

ShitFaced!

Genre: Arcade
Platform: PC
Language: GML
Engine: Game Maker
Lead Programmer/Designer
March 2010 - Present

Inspired by the QBASIC game, Gorillas, ShitFaced! gives players the ability to move around freely in their environment while their throwing angle for projectiles is fixed. The most significant gameplay enhancement over Gorillas is the hazard that missed shots pose. If a player misses a shot and it hits a wall or the ground, it becomes as a neutral hazard. Any player can trip over the missed shot and lose health. I used the multiplayer component of this game for a final project in WRIT 2. Currently this project is on hold and has a single player experience planned for development.

One to Many: The Coffee Crusades

Genre: Puzzle-Platformer
Platform: PC
Language: GML
Engine: Game Maker
Lead Programmer/ Designer
January 2010 - March 2010

This was the first title I ever developed and without any form of programming experience at the time. Gameplay mimics that of a typical platformer except players must navigate levels by switching the version of the level they’re playing to avoid enemies. Ending a level on any one of the three parallel copies generates a completely different level to follow. The game can end in one of nine final levels. Likewise, One to Many is a notable fusion of Bill Viola's three notions of database structures: branching, matrix, and schizo. This game was produced for CMPS 80K.