Rocket Race
Development Time: January 2017 - May 2017
Engine: Unreal Engine
Platforms: PC, Mac, Linux
Controls:
Rocket Race is a full featured multiplayer game developed solely by myself, with art and assets by Derek Zhang, and other various Assets from the Unreal Marketplace. The objective is to get to the waypoints as soon as they spawn before any other player. Fire your rockets, use your powerups, boost around with your rocket jump, do whatever it takes to hit that waypoint before anyone else.
Over the course for 5 months I learned and implemented:
Apoc Theory
Development Time: November 2016 - December 2016
Engine: Unity
Platforms: PC, Mac, Linux, WebGL
WebGL Playable Copy: https://apoctheory-c1a26.firebaseapp.com/
Controls:
A boss rush, bullet hell inspired video game built in unity. First boss implemented with easy potential for more additions. Core game mechanics involve moving, shooting, jumping and dashing.
During the course of about a month and a half alongside one other partner, I developed the main bulk of the game, especially the:
Ethereal
Primary Role: Sole Developer
Development Time: April 2016 - June 2016
Engine: Oxygine (C++)
Platforms: PC
Controls: WASD to move, Space to jump, E to change weapons, Left Click to shoot.
A prototype of a procedural generated game built upon the Oxygine framework (C++). Box2D was used to define collision bodies for all objects in the game and to allow realistic physics. All art and sound assets were done by my other partner. The game is more of a proof of concept as many of the originally planned features (rouge like weapons and special rooms) were unable to be implemented in the time frame provided. However, the game is designed to be easily extended to add these new concepts.
Over the course of development, I was the sole programmer for the entire game, including:
Purple Life
Development Time: October 2016 - November 2016
Language/Libraries: Firebase, HTML, JS, Jquery, CSS
Platforms: Web
Website: https://purplelifegame.firebaseapp.com/ (LOGGING IN IS REQUIRED TO SEE ALL FEATURES)
Controls: Just point and click! Tutorial included in the first level.
A complete gamification of Conway's Game of Life provided by our professor Richard McKenna. Uses cell automation for all game logic.
Firebase database was used for storing game progress for signed in users as well as custom level
creation and custom level sharing. Built in a team of 4 and awarded top/most fun gamification of the base game of life.
I was essentially the lead developer behind the gamification of the Conway's Game of Life:
PathX
Development Time: April 2014 - May 2014
Language/Libraries: Java, MiniGame Framework (provided by Richard McKenna)
Platforms: PC, Mac, Linux, WebGL
Controls: Just point and click!
A point and click game made during my sophmore year of college built off a MiniGame framework provided by our professor Richard McKenna.
Involved extensive use of Java's swing library alongisde both self-created and provided images, audio, and XML files.
Incorporated a breadth first search algorithm used to transverse graph nodes.
Over 16 unique unlockable power ups and 20 levels.
This was our final project for our CSE III course and was done completely solo other than the provided framework/template: