R & D / Gameplay Programmer - Johnson County History Museum Game
When the school was approached by the history museum for some people to take on the challenge of making a game, I was all over it. The museum wanted a game that would engage a younger audience into learning about community planning and building. We had a few meetings between all the students that showed up and decided we wanted to push the envelope in terms of what people could expect from being engaged in a museum. NFC was a major topic and I took it upon myself to figure out how to bring it into our project. The game (still in development) uses nfc equipped models to allow childred to place buildings on a gridded table. Letting them literally build there community. A arduino based grid of recievers that are cycling power to each space, allows Unity to see what buildings are placed and where. Allowing us to give feed back to the children in terms of sounds and effects letting them know the consquences of there choices.
Researched and developed arduino technology interfacing with Unity.
Implemented Serial communication between Unity and Arduino for NFC data.
Developed interface for other team members to use NFC data.
Worked on general gameplay elements for “Sim city” style game.
Tools Used: Arduino Mega, Various Arduino parts, (mutiplexers, nfc readers, etc...) Arduino IDE, Unity.
Lead Gameplay Programmer, Senior Project
Traps and Terminals - Multiplayer Game (In development)
A multiplayer game game that is currently being worked on for our capstone. The team currently is comprised of 2 programmers and 2 designers. Traps and Terminals is a game in which players collects points from terminals around an arena and deposit them in a central goal. Players hinder each other through the use of wacky traps and the occasional weapon, picked up throughout the level.
Worked on developing and implementing a server authoritative event driven multiplayer system for Unity.
Developed Gameplay interactions in the form of trap pickups, including spawning, placing traps, and reactions.
Developed Menu and GUI systems for game.
Implemented Master Server on Amazon EC2 server for internet play.
Programmer, Academic Project
What started out as a 2D generation assignment quickly turned into a personal question of whether I could implement it in 3D. Turns out I could! Using a binary tree splitting algorithm, the user can set the overall size, ratio of room ( ex: 4:3), and number of splits. I wanted to challenge myself into bringing the project into the 3D world. While the original only did room and hallway generation this supports adding wall decorations and columns to the room .
SVN Version Display
Traps and Terminals is fun game with lots of traps and interactions. And because of this we need to QA regularly. We use a SVN as our source control, and it isn’t the easiest for the non-technically inclined. Now our designers who help QA can easily verify what revision they are on when issuing a bug report.
Bug report system for Traps and Terminals
Traps and Terminals has a number of traps for players to use on other players and themselves, because of that, there are quite a few combinations that players can use. It was very important to use to keep bug debt low as we went. In order to do this we needed a system that streamlined bug reporting even for a small team. This need was met with a combination of a Google Form especially made for the game that reported to a spreadsheet for programmers to look at and check out tasks from.
While developing Traps and Terminals we decided that our game would best be played with a controller. While developing movement for our game I wanted a way to be able to see how input was happening in a more visual way. So forged was the controller profiler, a Unity editor window that will show a visual representation of current input from the controller. Works with Unity’s default system or can be easily changed to work with third party plugins, such as cInput 2.
Projects / Tools
Programmer, Academic Project
Mechs and Stuff - mech fighting game
Mechs and stuff was a mech fighting in which you chose a robot and fight against enemies in an arena. The robot featured individual parts that could be destroyed (weapons would be disabled , walking cripplied, etc...) The game had a full menu, levels, animation, and sound all managed by me. I also implemented a node based path finding system. If a player was in line of sight the robot would attack the player until line of sight was lost. When away from the path nodes the robot would implement "random wander" path finding until a node was found. This was completed over the course of a month.
Fully complete GUI.
Multiple Levels with navigation laid out.
Robot AI with various path finding.
Robots featured individual parts that could suffer failure.
One Person Project.
ZenFold is an android game that uses a base of square pieces that are folded by the player to create the finished folded shape. It's a more meditative game, focusing on a soothing feel rather than overly challenging. There are many color palettes to choose from to suit the individual players style, giving them a degree of custimization.
This was a two-person project created by myself and Allison Vansickle. She designed all of the UI used, the different color palettes, and the majority of the puzzles.