SHipped Titles
Screenshot Credit: PeopleFun
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Wordscapes 2019 - 2021
Wordscapes is a puzzle mobile game where you are given a set of letters and your goal is to make words from those letters. This was my first time working on a professional mobile project. play.google.com/store/apps/details?id=com.peoplefun.wordcross&hl=en_US&gl=US My contributions to the project include: - Engineered multiple features including Segmented Offers, Last Chance LTO and Bonus Store Bundles. - Worked with project management to set up analytics for multiple features via Delta DNA. - Collaborated with design, art, and UX teams to ensure polish on features. - Implemented system to programmatically remove inappropriate words from puzzles. |
Shadow Masquerade 2016 - 2019
Shadow Masquerade is an Italian themed slot with 3 types of bonuses: progressive bonus, pick bonus, and free games. The game also has a cool jumping wilds feature where wilds will jump from the base reels to the mammoth reels for additional wins.The jumping wilds feature also happens in the free games bonus. For each wild stack that jumps during the bonus, all wins will be increased by 1x. Gameplay video: https://youtu.be/bXrxteHzExo Video credit: SLot Lover My contributions to the project include: - Implemented presentation logic for game which included animation flows and implementing special effects requested from the art team. - Fixed defects from the QA team until the product was ready for release to sales. - Co-engineered the free games and pick bonus. - Worked closely with TA's to ensure performance and build size standards were being met. |
Digipen student projects
While attending DigiPen, I have worked on 5 projects from start to finish.
A Universal Problem 2015-2016
A Universal Problem is a 2D mobile platformer where the player plays as the sun trying to get back to the center of the universe. Players pick up resources from planets to help combat enemies. I worked with one artist and did all the programming for the project. My contributions to the project include: - Built the game in Unity for the Android platform - Scripting button movements and touch controls - Programmed multiple enemy behaviors including charging and shooting - Designed the game mechanics and planetary resources - Scoring system and menu system |
Powerrr 2014-2015
Powerrr is a ball racing game where players use elements to give themselves a racing advantage. This game is being built from the ground up with a team of 7 programmers and 1 sound designer. My contributions to the project include: - Designed tracks and core mechanics for the game - Prototyped the game in Unity - Created graphics engine using DirectX 9 - Added ability to load in shaders and models to scene - Made component creator to automatically generate components - Movement scripting for dynamic objects on tracks |
D.I.V.E 2013-2014
D.I.V.E is a top down 2D node hacking adventure game where the player must use stealth to sneak through a network while avoiding enemies. The game was built from the ground up with a team of 4 programmers.From this project, I discovered that maintaining a small scope is important and team collaboration will lead to a better game. My contributions to the project include: - Designed levels for game - Responsible for recording playtest feedback - Created graphics engine using DirectX 11 - Added graphical effects such as transparency and basic particle system - Wrote game logic for player movement |
Christmas Nightmare 2011-2012
Christmas Nightmare is a top down 2D adventure game where the player must collect all presents in a haunted mansion. The idea behind the game is the player's Mom is a witch and he was caught peaking at his presents early on Christmas Eve. My team and I had a single semester to write a game in C and we were only given was a wrapper around DirectX. From this project I learned that team structure and moderate playtesting is vital to a game's success. In this project, I worked with a team of 4 programmers and 1 artist. My contributions to the project include: - Programming HUD system - Basic AI logic for enemies to follow player - Designed levels and traps players encounter |

TxtKrawler 2011
TxtKrawler is a text based adventure game where the player must fight silly enemies and make important decisions in the world. The game was made in C from the ground up.
I worked with a team of 2 programmers on this project.
My contributions to the project include:
-Programming scenes players encounter
-Health system for player and currency
-Designed the weapons players use in combat
TxtKrawler is a text based adventure game where the player must fight silly enemies and make important decisions in the world. The game was made in C from the ground up.
I worked with a team of 2 programmers on this project.
My contributions to the project include:
-Programming scenes players encounter
-Health system for player and currency
-Designed the weapons players use in combat