Worked on 6 commercial games, 2 were canceled, 1 released, 3 in development.
Super Battlelands is a turn based strategy game with unit building and terrian capturing. Players must use their units wisely to amass a tactical and economic advantage against the opponnent.
Super Battlelands was made by me and Ren Phillips. I wrote all the code, including the AI, shaders, game engine, and game logic for Super Battlelands. I also handled map and game design. Ren Phillps handled 3d modeling.
The AI in Super Battlelands is essential to the player’s enjoyment and I spent significant thought and time on developing a world class AI.
Pixel Pirates is a action platformer by the Hawken King’s Dadako. I provided additional programming by implementing the the conversations, inventory system, and all the shaders.
Mass Driver for Gameboy
Mass Driver is a shoot-em-up for the original Gameboy programmed using a unoffical C compiler.
It features progressive difficulty waves, mini-boss fights, and big boss fights. The enemy flight patterns are randomly selected and were all constructed from a single circle lookup table. The complete lack of multiplication instructions in the Gameboy’s z80 necessitated this lookup table technique.
Mass Driver was developed as a capstone style project for the University of Calgary’s special Retro gaming course. Mass Driver won my team the top prize for the course. I handled game play programming, and the simulation engine. I also provided the optimization work which kept the game running full speed.
Kart Bounty is an arena kart combat game inspired by the balloon fight mode in Mario Kart and the multiplayer arena car combat from IdTech’s RAGE. It was written in C++ with OpenGL and Bullet Physics. I wrote the core game engine and the physics integration.
Kart Bounty was developed as a group capstone project for the University of Calgary’s Game Programming Capstone course. This course was taught by EA developers from Vancouver and only 8 students were allowed to participate per year.