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  Transformers
  Bourne
  Harmotion
  Agamemnon
  Pro Skier
  Fast Racer 2
  Narnia
  Crazy Max
  DigiBoy I&II
  Gutter Surfer
  Battle Saga
  Prison Basketball
  Frog-Gore

Projects
Links
Transformers: Fall Of Cybertron (Xbox 360, PS3)

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November 2011 cover story of Game Informer magazine

Flash Surfing Game Prototype

An experiment with Action Script 3, Flash Develop, and Flixel.

Transformers: War For Cybertron (Xbox 360, PS3, PC)


IGN Review 9 out of 10
Kotaku 10 favorite gaming moments of 2010
Metacritic User's Favorite Activision-Blizzard Game 2010
GameFocus Best Licensed Game of 2010
I enjoyed working on Transformers as a game play programmer, and I think the game represents some of my best work to date.  I created a variety of different artificial intelligence behaviors for many of the characters encountered in the game using Goal Oriented Action Planning (GOAP).  I also worked with level designers to get the campaign levels setup for cooperative play online.

 


The Bourne Conspiracy (Xbox 360, PS3)

I worked on Robert Ludlum's:  The Bourne Conspiracy as a game play programmer.  It was exciting to learn about the Unreal Engine and develop a game for the Xbox 360 and PS3 consoles.  I really like the martial arts combat and animations from the game, which featured fight choreography by Jeff Imada.



Harmotion

** 2007 Intel Best Threaded Game Demo First Place **
Harmotion Trailer

In the spring and summer of 2007, I worked as a programming intern at Bottomless Pit Games on the indie online shoot 'em up Harmotion. I implemented a couple networking components like the score tracking that communicated between the game (C++) and the SQL database server.  I also had fun creating an AI bot to fight against that used state machines.

Agamemnon's Curse

download Agamemnon's Curse v1.0 (69 mb, DirectX 9 or higher)

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Agamemnon's Curse is my senior game project from DigiPen. It is a 3D action adventure where the player must navigate the hero Alabama Jones through a series of physics based puzzles and deadly booby traps to retrieve the golden mask of Agamemnon.

My Jobs:
- Game play implementation and game logic
- Player controls and movement integration into physics engine
- In game level editor and tools
- Level and booby trap design
- General coder and bug squasher



Toyota Yaris Pro Skier (for Motorola RAZR, Sony Ericsson)

download .exe build (1 mb, emulator included)
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Toyota Yaris Pro Skier is a mobile game Jason Viterna and I made for the Toyota Yaris Mobile Games Competition 2006.  The game is similar to the windows game Ski Free and features a trick system inspired by Tony Hawk Pro Skater.  It was our very first time programming J2ME, and we got 4th place in the competition.

My Jobs:
- Game play implementation, menus, UI, input design, image class


Fast Racer 2

download FR2.zip (20mb, DirectX 9 or higher)

Features:
- Action packed 3D racer
- Round based point scoring system encourages risky driving
- Independent wheel physics, lots of non-axis aligned bounding box collisions
- 3 special weapons
- Network on LAN for 6-player simultaneous racing

My Jobs:
- Created complete network component using Windows Socket API
- Created semi-reliable UDP peer-to-peer architecture with broadcast matchmaking
- 2D sprite component
- Explosions
- Contributed to art and level design

Fast Racer 2 movie
FR2 Physics Test


Chronicles of Narnia (Nintendo Gameboy Advance)

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Images from Amaze Entertainment

I am proud to say that I was a game tester for the top selling GBA release of The Chronicles of Narnia.  It was a small development team, and the programmers were very open to suggestions from the testers that we felt would improve the game.  It felt good to really have some input on the game's final release.


Crazy Max 

"This game idea is worth a million dollars!!"
  - Claude Comair, founder DigiPen and co-founder Nintendo Software Technology

download Crazy Max.zip (5 mb, DirectX 9 or higher)



Post-apocalyptic car combat with midget cannons!
- Use your grappling hook's 3 special abilities to outwit your opponents
  1.  Drag and throw mutants bikers to their doom
  2.  Swing out over trecherous cliffs
  3.  Link to your opponents car and force him into a wall
- Six deadly weapons
- Network on LAN for up to six players

My Jobs:
- Core game play design, implementation, and balance
- Simulated driving physics in an overhead 2-D plane, traction along various surface types
- Integrated 3 special grappling rope abilities into driving mechanics

- Multiple enemy AI behaviors using finite state machines
- Menus and HUD




Gameboy Games

DigiBoy I & II are two gameboy games I made, you can play them with the gba emulator VisualBoyAdvance if you don't happen to have a dev kit handy.

DigiBoy (for Nintendo GameBoy Color)

download Digiboy.zip
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- Old-school gameboy color platformer
- Programmed entirely in assembly
- Features a menacing eyeball monster
- Steal the banana and escape to win

My Jobs:
- Entire implementation


DigiBoy Advance  (for Nintendo GameBoy Advance)  

**play now! in browser(requires java) **
download DigiBoy Advance.zip
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- Overhead hack n’ slash for gameboy advance
- Programmed in just 2 days in C++ using Visual HAM IDE
- Features object rotations, battery save, palette fading, BG animation, vector based physics and collision detection

My Jobs:
- Entire implementation


Gutter Surfer  

download Gutter Surfer.zip
- 2-week project, an apocalyptic surfing game created using DigiPen's ProjectFUN SDK
- Fast paced "Battle-Toads" style gameplay
- Scripted cinematic ending
- High score save

My Jobs:
- Entire implementation

Battle Saga

download Battle Saga.zip
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- Ascii RPG featuring 3 characters: Blor the Barbarian, Sid the Wizard, and Monica the Thief
- Features a multitude of monsters, boss battles, weapons, and spells

My Jobs:
- Created miniature world and all animations, combat system, enemy AI, game logic, and stat balancing


Prison Basketball

download Prison Basketball.zip
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- My first game at DigiPen created using the ProjectFUN SDK
- Features 2 devious levels

My Jobs:
- Entire implementation


Early Games

My first published video game was entitled "Frog-Gore", created for the Macintosh LC when I was just 14 years old.  My games Frog-Gore and Chasm were included in shareware compilation books around 1994-95.  (published in both the US and Japan)

Frog-Gore

see high resolution book scan from "Net Mac Games 2"
bookscan


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