Previous Works

Student Projects

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Epoch

Spring 2016

High Concept
Conquer procedurally generated levels through combat.

Engine
Custom Engine

My Roles
Composer, low-level FMOD integration, title screen VFX design/programming

Achievements
The game isn't visually impressive, but it was built entirely in a 2D engine. We used a lot of tricks to fake the 3D elements in the game. One of my teammates created a Python script that automated rendering of Blender models and animations into 2D sprite sheets. This allowed us to have a decent variety of characters with different angles and animations without the heavy time cost of drawing them by hand, which is the traditional way a sprite-based game's art assets would be made. I specifically worked on the custom particle systems and post-processing effects for the title, credits, controls, and death screens. It was good enough that people thought we cheated by using a 3D engine :)

Notes
This video and the videos below show laggy gameplay. This is because the engine API that we were working with (provided by the school) didn't support integrated graphics cards, and I was playing on my laptop, which has an integrated card. It's an engine issue with the hardware.

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Shiny Knight

Fall 2015

High Concept
You are a shiny knight fighting against evil candy people on your quest to save the world or some other generic quest.

Engine
In-house engine provided by school

My Roles
Composer, tree modeler, title screen design/programming

Achievements
We were the only team in our class to use 3D models and animations for our game. However, that was a challenge in itself because the engine we were using was very finicky with the importing of 3D assets. Textures would break the animations, and other weird things would happen. We managed to crawl through and deliver a somewhat cohesive experience.


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Swarm

Fall 2015

High Concept
You are a swarm of insects/nanobots/whatevs trying to break out of a research facility. Use your swarm powers to overcome your obstacles.

Engine
In-house engine provided by school

My Roles
I don't really remember aside from the parts where I was fixing the broken tileset and level. It was a huge disaster, and one of my teammates ended up cleaning the mess.

Achievements
This was a low point for our team during the Fall semester. We had a four person team, but only two members worked on it most of the time. As a result, a lot of things such as audio are missing.



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DAVE

Fall 2015

High Concept
Your standard bullet hell.

Engine
In-house engine provided by school

My Roles
Composer, enemy AI programmer, SFX

Achievements
There wasn't anything special about this project. It was your standard bullet hell game with a generic electronic soundtrack. The AI for the spiraling enemies was somewhat interesting to make (the spiraling enemies would circle the player and then fire at random with a cool windup).

Note
The game crashes at the end because there was an audio problem. Too many sound cues playing at once. We couldn't find a good workaround to that problem.

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