PROJECTS
Recent Projects

Bigfoot Throws a Party:
This game was made for the global game jam 2022. The theme for the jam was "duality". Our team decided on avoiding while also wanting to interact. Bigfoot needs to avoid wandering adults and collect items in the woods to create birthday decorations for the kids that are camping in the woods. I worked with a group of 4 including myself. I was the programmer for the game. I created the basic controls and camera, inventory, item pickup interaction, crafting and recipes, and event systems. The biggest difficulty I encountered was crafting and recipe system. The game jam was only 2 days and I also had work, so I didn't get a lot of time to program. I focused on making the crafting and recipe system modular so that new items and recipes could be created easily. This allowed our team to create items quickly and easily. Global Game Jam page: https://globalgamejam.org/2022/games/sasquatch-7

Megalomagika:
This game was made as a class project with the entire class. Megalomagika is a rogue like where the player fights through rooms of monsters to reach the boss in order to escape the inescapable dungeon. I was tasked with being the game director. My tasks included making schedules for deadlines, working with the art, design, and programming teams to make decisions about how the game should be made, create and keep game design documents up to date, perform and organize playtests, and organizing team information in spread sheets. This was a different role from what I'm used to, but it is a good experience to use my leadership and management skills.
Mal-Wars:
This game is a tower defense game that was made and released on the Core game engine. I worked with a team of 25 people over 15 weeks. The three main parts of the game that I worked on were the camera movement, orbital laser, and the tesla tower. The camera had to be modified from a basic third person camera. The camera hovers above the board and moves on the X and Y axes using the WASD keys. Its is also able to zoom in and out to get a closer look at the board. The orbital laser mechanic shoots a projectile to a point where the player clicks. This projectile will damage enemies that are within the radius of the projectile. This had to be networked since the enemies are networked. Also the progress bar at the bottom was added to show the cool down for the orbital laser. The tesla turret has a bolt of electricity that arcs between enemies. The distance between the enemies is used to determine how far the electricity arcs. All of these mechanics were coded with Lua. Below are videos showing each of the mechanics. Here is a link to the game if you download and install CORE:
The Good Noodle:
The Good Noodle is a platformer shooting game made using Unity. I worked with a small group of 5 others over 15 weeks. The Good Noodle is a platformer shooter. The player assumes the position of the "Good Noodle" to save the city from the Mafia taking control of the people of the city. The key feature of the game is the platforming and grappling. The player is equipped with a noodle that can be attached to blue objects. The player can swing from them using the grapple. This can be used to reach places that are impossible to jump to as well as preserve momentum and out maneuver enemy attacks. I made most of the mechanics and enemies in the game. The player movement, grapple, and all enemies were designed and coded by me. The level was designed by me and another person on the team.

GLOBAL GAMEJAM 2020:
This was my first experience with making a game and working in unreal engine 4. The theme for this game jam was "repair". Our game was about a Mars space station that was overrun with a fungus. Humans weren't able to go in to remove the fungus because it is poisonous. Robots were sent instead, but the longer the robot was in a room with the fungus, the more damage it would take. The player would command the robots to go around the station and remove the fungus from each room while managing the health of all the robots. Since this was our first time using unreal for everyone in our group, we didn't get to finish our game in the 48 hours. I worked on setting up a camera to give the player a top-down view of the map on each level. I also worked on character switching.

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