Screenshots (everything)
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Procedural Defense v2 (25)
Added procedurally applied terrain textures (so now the ground looks like dirt and rocks instead of a Tron-like grid). UI object-pooling implemented to improve performance. Ambient occlusion added. Creep components improved -- low poly elements replaced some of the heavier components. Creep textures improved -- better normal and height maps replaced the originals. Additional textures added for creeps. Many code optimizations implemented to reduce heap size and garbage collection. -
Procedural Defense v1 (66)
Work in progress. TECHNICAL FEATURES: procedural terrain generation, procedural creep generation (land and aircraft), procedural path generation, object pooling system, simulated radar systems that compute target velocity and heading based on sensor data, target position prediction, procedural water, day/night cycle, target prioritization. GAME PLAY FEATURES: 4 technology trees (projectile weapons, guided weapons, munitions, exotic weapons), player selectable options, two game modes (campaign and skirmish) -
Procedural Terrain and Procedural Texturing (24)
Procedural terrain and texture generator. Procedural features: mountain ranges, solitary mountains, atollic mountains, craters, volcanoes, rivers, lakes, rolling hills, border drop-offs, basin borders, animated water with automatic water-level adjustment. Run-time generation capable. -
Procedural Terrain (10)
Component that can be used in the Unity editor to randomly generate and modify terrain based on user-defined parameters. The Component can be deleted once the terrain is complete, or left in place and accessed at run-time to generate dynamic procedural terrain. -
Procedural Trees (4)
Unity, C#. System maintains a node-based data structure for each tree. Objects are managed by a pooling system to minimize garbage collection. -
Turret Defense (2)
Unity, C#. Turret Defense. Highly customizable upgrade path. -
Android Applications (4)
Screen shots of several Android applications I built, including a tile-sliding puzzle, a text-message auto-responder, and inventory tracker. -
Low Polygon Models (8)
Maya, Cinima4D, 3DS Max -
Asteroids in JavaScript (4)
Nostalgic recreation of an old monochrome vector-style Asteroids game. Selectable monochrome color palette (white, green, blue, red, yellow). Custom particle system, object pooling (used for player shots, particles and asteroids), and an achievement system. TECHNOLOGY: JavaScript using the ProcessingJS library. -
DemosJS (2)
Simple demos written in JavaScript. -
MemoryJS (3)
JavaScript, ProcessingJS. Remake of classic memory tile game. -
Fireworks (4)
Unity particle effects -
RedShift (15)
Unity, C#. Arcade shooter influenced by classic games like Galaga, Centipede and Raiden. -
Asteroid Blaster (13)
GAME FEATURES: This game uses solid beams instead of projectiles for the player's "shots". Asteroids melt/deform when hit and explode when an excess of damage is delivered, at which point they break into several smaller asteroids. Asteroids have different densities (denoted by their color -- the darker the asteroid, the denser the material and the more damage it takes to melt or break them). TECHNICAL FEATURES: procedural graphics, deformable asteroid geometry, background images pulled from NASA Image of the Day RSS feed, or local library of HST imagry when there is no internet connection, background uses parallax scrolling starfield that reacts to player input. Custom physics engine. Written in Java. No libraries.