![]() Click to enlarge. |
I wrote some games before these in late elementary school that were pure garbage: a text-based game of Battleship, a two player dogfighting game, programs to do my math homework, etc.
Before I discovered common library routines I was writing code to directly handle keyboard interrupts, system beeps, resolution changes, etc., so many of these older games don't work like they should on any OS after Windows 98. Most can be made to run using the program called DOSBox (Google it). Download 911, Brick, Dayfind, Deli-Pong, Fugitive, Leap Frog, Memory, Pac-Deli, Road Rage, Sierpinski, Sky Rake, and Swarm (Note: I make no guarantees that any of the games in this zip pack will run on your new computer.) Download Swarm XP |
| Seven level game designed for English class around the radio broadcast of War of the Worlds. Each level has unique mechanics, graphics, sounds, etc. - independent games with a common theme. The entire project was thought up, created, debugged and released in three weeks. Cheat: Press the "N" key to skip to the Next level, if you're having a hard time getting past some part of the game.
Download WoW Zipfile (23.8 MB) Freshman year I wrote Who Wants to Be a Millionaire to present history trivia questions. I no longer have any of the code or resources I developed for this game. I also worked as the lead artist on a PC Bomberman clone created by a programmer living in Norway. He lost the source code about 7/8 through the project. Also not pictured are the programs I wrote for my science fair Sophomore year, which won first in Computer Science at a state level. One program allowed animals to be created; the other program imported those animals and provided a huge environment for them to interact. The map system in the second part of the project was tiled RPG-format, and clicking on organisms opened up a tabbed GUI system to change their properties. |
![]() Click to enlarge. |
![]() Click to enlarge. |
Burn 2: 5 on 5 Gravitar-style interplanetary deathmatch. Full AI (capable of beating most human players without any cheating), up to five human players at once, randomly generated terrain, joystick input, moused-based GUI that included sound/music/gameplay options, colored lighting effects, six different times of day, varying gravity fields , two weapons, tiny innocent civilians to get killed in freak accidents, the ability to replace any human player with a bot or set up matches of any combination with any number up to five fighters on either team...
Download Burn 2 (718 KB) |
| Gehdiun - original gameplay experiment. A combination of Pong, Breakout, Solitaire, and Juggling. Designed and programmed in a few hours on a weekend to kill some time. The player controls a white paddle that slides along the center wire, and left clicking or right clicking re-centers the red or blue half-sized paddles. Balls start white, and with each hit they change color and speed up, until five phases later they turn green and stabilize in speed. If a ball crosses over the middle line, that ball resets to white.
Score per hit is based on the number of phase shifts of the hit ball multiplied times the number of green balls - points are only scored when there's at least one green ball. More greens means double, triple points, etc. The half-sized paddles return double the points for every hit. The paddles increase in size as more total phase shifts are maintained. The higher phase a ball is in when the crosses, the more significantly the player's paddles shrink towards their normal size. Each time a ball is turned green, a new white ball is randomly spawned in the chamber, until there are 30 balls total. This year I also wrote Eloquent, a GUI/menu based digital flash cards program pre-loaded with dictionaries from a number of major languages. Download Gehdiun (332 KB) Download Eloquent (1.22 MB) |
![]() Click to enlarge. |
![]() Click to enlarge. |
Interactive Android Simulator. The humans are designed via a windows dialog interface and imported into a map designed through a user-friendly map editor. Most of the project's flare is from the highly optimized isometric tile system with a zoomable camera. This program was the spine of my senior year science fair project, which received a fourth ranking at the ISEF International Fair.
|
| Guile of Dybbuk. 3D shooter with a variety of weapons, a handfull of enemies, 3D particle effects, and a half dozen levels. This is more of an engine than a finished game - content was just taking too much time to create and I had to move on. As with all of the game projects I've made, 100% of the graphics, sounds, level designs, and other elements are my own. The only thing I ever use that isn't mine is music - for that I turned to free MIDIs I can scrounge up off the net.
Download Guile of Dybbuk File (19.7 MB) |
![]() Click to enlarge. |
![]() Click to enlarge. |
SNES style Mode 7 Effects engine, in much higher resolution. This is the world travel system of the next item in my game development history, The Guinea Pig. This part of the game's engine just allows the player to fly a helicopter around a self-tiling world map, adjust altitude and perspective smoothly, switch to an overhead view, detect landing or hovering over a soft-coded regions on the map, and maneuver as a helicopter ought to maneuver.
|
| The Guinea Pig. This is a project I'm still working on, with a ton of features previously unseen in a 2D platform RPG.
The Guinea Pig is in paused development, and no beta or other releases are available at this time. In the mean time, here are some of the game materials: Dev shots - Early Gameplay Tests: 12.19.11.0.4 Dev shots - Engine Tests: 12.19.11.4.4 Dev shots - First Level: 12.19.11.5.7 Story into Level 2: 12.19.11.5.9 Title Screen, Music: 12.19.11.6.3 Character Development: 12.19.11.6.14 Story Development & Music: 12.19.11.7.15 |
![]() Click to enlarge. |
![]() Click to enlarge. |
This is a shot of the Sesame Street game I wrote for my fraternity's Spring Carnival project. I wrote the engine and handled game design elements, making for a nicely polished little 3 day project. The controller interface consisted of a torn apart joystick (I had an ECE major help) glued into a wooden frame (an architect's help), and the question ideas came from a variety of my fraternity brothers. Special thanks to Tuscan Knox for helping me google image search and edit some of the 160+ images used.
USE Q, W, A, AND S AS THE "CORNER KEYS" TO MAKE YOUR SELECTIONS. Hold escape to quit. Download "One of these Things is Not Like the Other" (4.64 MB) The Joypad button assignments are strange as a result of last minute hacking to match the buttons we fit to the wooden frame. |
| This represents my first experience working with a large team on a project. Design decisions were considered as a committee of five, and the final team consisted of a designer/programmer (myself), artist/writer, musician, and sound effects gofer. See the readme for full credits. It's been a great experience. Check out the image's link for more details - it leads to an artificial back of the box to read, plus another point from which The Dragon of Shiuliang is available for download.
Download "The Dragon of Shiuliang" (2.18 MB) |
![]() Click to enlarge. |
![]() Click to enlarge. |
This is a screenshot from GoD 2, the sequel I wrote to Guile of Dybbuk in a couple of days. Your player is invincible, but if the helpless people you're supposed to protect get munched to death by scent-seeking zombies, you lose. The goal is no longer centered around self preservation, but rather on efficient use of ammo and keeping on the run, switching roles between hunter and guardian. AI find freshs targets through a node network. I'm ultimately displeased with the overall presentation (I re-used GoD 1 graphics), and won't upload a build to this site. I enjoy playing it, but not enough to pass it one to someone else.
|
| This is SpellCaster, a puzzle game I thought up in the shower one morning and created just under three days later. It's not bad for two days of work. 100% original gameplay, design, and presentation make this a polished little package a personal gem. I made this the Summer following my Freshman year in college.
Download SpellCaster (3.77 MB) |
![]() Click to enlarge. |
![]() Click to enlarge. |
This summer as an exercise in studying old game mechanics, I rebuilt the B.B. engine over six days. All level content is included from the original (proper wind vectors are only set up for a few maps), the spring enemies are not configured, and only 1 enemy has projectiles. The special items do not work (ex. umbrellas won't skip levels). The goal here was to understand the game's fundamental AI structures and bubble behavior.
Download OpenBubbleBobble (560 kb) |
| Game Creation Society members helped make music and levels for this reaction-puzzle title. Gameplay concepts, menus, artwork, and other elements in the game are my work. The only exception is the sound effects, which are just royalty free sounds.
Download Rowdy Rollerz (10.30 MB) |
![]() Click to enlarge. |
![]() Click to enlarge. |
Story writing, special effects, vehicle/building graphics, interface graphics and music were all handled in this project by other GCS members. I tied them all together, handled the bulk of the programming, and designed/balanced the gameplay. Although the game mechanics were my original concept, it evolved quickly in brain storming sessions with one of the project's musicians and our group's writer. Credits are be available in the text file and in-game.
Download Saturn Storm (22.8 MB) |
| This 3D stickman fighter features two-player co-op and vs modes, challenging single player levels, original music & sfx, seven characters, unique fighting dynamics (26 fighting moves for every character!), and a subtitled cinema ending with an unlockable character. I designed it for console-style controller input, so cheap $5 USB controllers are needed to get the full experience (you CAN play single player with the keyboard). Updates from 1.0 to 1.21: More aggressive enemies, fixed pause not working in co-op, faster gameplay, added variety to levels 6 and 7, made game speed scaleable through the settings.ini file, updated HUD in mission levels to show the total kills needed to reach the next level.
Download Mind Breaker v1.21 (7.39 MB) |
![]() |
| A group of 3 of us had an assignment to design an interface for an HCI course. Since I was doing the programming, I went all out and finished it... here's the downloads, if you're interested in making a custom card: Full Download (4 prototype phases + Final release + powerpoint presentation) (35.3 MB) Final Download (Final release only) (4.18 MB) |
![]() |
This game represents 2 sleepless days of work, plus 1 extra day two weeks later to add a few new character sprites and compress data files for public release. Sigma Phi Jamilson is basically a super-user-friendly, dressed up music remixing table. Play up to six instruments simultaniously, selecting from 8-15 loops for each of 7 songs, and from there you can play with channel volumes, positioning, and total pitch. You can even scratch on the record! Play Sigma Phi Jamsilon |
| I was Lead Level Designer for Shotgun Debugger , with a couple of other level designers working with me to complete the game's 8 levels (about 4 or 5 of which I was responsible for mostly individually, but the team cross checked one another). I also helped with a few of the game design decisions, and produced a majority of the sound effects.. Most of the game design decisions and low-level details were handled by Matt Sarnoff, our project coordinator, writer, lead programmer and interface designer. See the full credits in the included documentation, or via the in-game credits. Note that this game is available for PC, Linux, and Mac OS X! Website for Shotgun Debugger, with Downloads etc. | ![]() ![]() |
![]() ![]() |
I handled instruction manual & interface design/implementation, conducted formal playtesting, did all of the programming, worked with my artist on game design, some texture mapping, and brought together/coordinated all assets and team members for this strategic arcade style real-time sea battle game, Battleship 88: Iron Hero. See the full credits in the included documentation, or via the in-game credits displayed in the options menu. Windows Installer Battleship 88: Iron Hero v1.2 (116 MB) View the Battleship 88: Iron Hero Instruction Manual |
| I will be filling an internship at Electronic Arts Los Angeles this summer, so until next school year I will not be undertaking any new personal projects. If you're looking for more games to play, be sure to check out the Game Creation Society website for all of the great new games that were finished in Fall 2004 and Spring 2005! |