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Game Projects

 

These are the games I have worked on throughout the various classes at the Art Institute.  The games were all completed within 11 weeks and were worked on by either a group of 3 or more people or by myself.  These projects are not ready-to-ship games, but are complete enough to be played and enjoyed.  They were also all made using the Unity engine.

Zero

Zero

Independent Project

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Zero is a game created to display my game production capabilities and competencies in Unit's 2D engine.  The sprites were taken from public sprite sharing website, but had to animated using Unity's sprite animator.

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This game has three types of enemies, each with their own AI.   The most difficult of these enemies was the boss, which makes for quite a difficult fight, yet not impossible fight.

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The player character attacks in a 3-hit sequence, and is able to use special attacks, which depletes the blue meter.  All of these actions have their own sprite animations which I constructed using Unity's Sprite animator.

SW

Siege Warfare

Game Wizards Project -Team Position: Network Programmer, Gameplay Balancer

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Siege Warfare is a top-down, player versus player, builder game similar to games such as Clash of Clans.  For this game, I handled the networking side of the project, including Matchmaking, RPC and Server calls.

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Once the networking was completed, I was given the task of balance game statistics and currency values, as well as reviewing and refining any buggy code.

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Thudd
Thudd

Game Wizards Project -Team Position: Character Programmer

 

Thudd was a  2-D platformer that I contributed to as a character programmer.  I wrote the character and camera controllers as well as various other minor mechanics, such a weapon pick up box, a spawnpoint system, and the pop-up tutorial text.

Xeno

Xenoblade Clone

Independent Project

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This project was made to be a clone of the game Xenoblade Chronicles in terms of controls and gameplay.

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For this project, I worked on all assets my self (except for textures and trees).  The terrain was made with Unity's terrain builder, while the models and animations were created in Maya.

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The enemies use simple AI to detect, move towards, and attack the player.

IR
Infinite Runner

​Game Wizards Project - Team Position: - Lead Programmer

 

This game is a classic infinite runner designed to play on smartphones. My role on this project was lead programmer.  It was my job to make sure every programmer's code was working together and not breaking the game.

 

Coding on my part consisted of level and obstacle spawning, character movement, and positioning during turns, as well as code patchwork, which was just getting the other programmers scripts to work with each other.

Paper Flight

Game Wizards Project - Team Position: - Network/Menu Programmer

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This early project had a smaller team than my other projects, consisting of only 3 members.  Paper Flight is a multiplayer air plane shooter game in which players would control paper airplanes in a dogfight.

 

Programming wise, I worked mainly on the menu and multiplayer parts of the code.  I set up the lobby and netwroking through Unity 4's built in networking system. Other than the networking, I worked on the GUI, object pooling, and weapon upgrades.

Paper Flight
Archer

Archer

Game Wizards Project - Team Position - Level Designer

 

Archer is one of the first projects i had worked on during my time at the Art Institute.  It is a 2-D platformer whose main mechanic is firing arrows into walls that act as makeshift platforms.

 

For this project, I worked the level design and layout.

Programming wise, I worked partially on the character controler and moving platforms.

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