Student Video Games:
Shoot. My school’s geforge went down, and broke most of these links. I’ll work on fixing the links when I get around to it. Until then you can find nightly drops of most of these projects in my subversion.
| BattleBallz | A 3D third person shooter written for windows in C++. Uses OpenGL and TNL. Created for CMPS 115 at UCSC. |
| SappyLand | A “Cray-shaded” action RPG/platformer made with Game Maker for CMPS 80k at UCSC. You can find other games from the class here. |
| Populution | A culture simulator written in C++ using OpenGL. XML files are loaded as culture definitions, edit bitmaps to change the unit placement. It’s not that user friendly, but it’s pretty cool. Ross and I created it in about a week and a half for our Game Design Seminar taught by Jim Whitehead. Theme of the Week: Evolution. Explanation Video GamePlay.avi(Maybe One Day) How To Make a Map Video |
| Cybuilder | The Theme Of the Week is “Discovery”, build and fight your robots and discover what all the robot body parts do! Don’t forget to bring a friend! Cybuilder is two-player only! |
| Cupids Chaotic Conundrum | Evil cupid is out to destroy all the love on the planet! He wants everyone dead. Go starts some fights and take out your revenge on that other winged bastard. The Theme of the Week is “Love”. |
| Firehose Happy Happy Himatsu | The fire station just got a new firehose! Try it out on EVERYTHING! Click here for the gm6 file. Theme of the Week is “Water”. |
| The Unyet | A Tablet PC stylus-centric Real-Time Strategy game. I think I lost my copy of the codebase… so you may never see this project… but I promise it was cool! You could select units by drawing shapes around them, and all build instructions were given via stylus gestures. Units could be given specific paths by drawing routes on the map. The game was written in C# with extensively planned UML diagrams. |
You can access the games by other students in Jim Whiteheads Game Design Seminar at the Spring 06 dforge page.
If you’d like access to any of my source code, digg into my SVN, but keep in mind that most of of my work has been team projects, so I’m not the author of all the code there. If you’d like to submit patches to any of my projects, contact me and I’ll set you up with a SVN account.
Professional Video Games:
Now I make video games for a living, so I don’t have much time to make video games as a hobby anymore.
| RoboBlitz | PC, Xbox 360 Arcade | A physics based adventure/shooter. I did programming in Unrealscript and C++. I extended the User Interface, worked with PhysX physics joints, tracked down and fixed bugs, and designed and implemented bonus features. I was a community manager on both the official forums and Steam forums. I was in charge of documenting the RoboBlitz Editor (based on the UE3 editor) on the official wiki. Tech: Unreal Engine 3, Ageia PhysX/Novodex. |
| Unreleased Project 1 | PC, Xbox 360 Arcade | A unreleased multiplayer deathmatch and teambased project. I’m still under NDA, so I can’t give you any details. But you can probably make a pretty good guess by exploring my employer’s website. I programmed new weapon features, UI improvements, and fixed bugs. I worked on weapon balance, weapon implementation, and level layout. I did extensive cleanup and optimization work in both Kismet and BSP. Tech: Unreal Engine 3, Unreal Editor 3, Ageia PhysX. |
| Destroy All Humans: Path of the Furon | Xbox 360 | I worked on the multiplayer component of a Destroy All Humans: Path of the Furon as both a Gameplay Programmer and Technical Designer. I was responsible for level and enemy balancing, extensive implementation of gameplay in Kismet and UnrealScript. I did some gameplay programming in C++ and Unrealscript, including bug fixes, feature implementation, vehicle behavior and User Interface construction. Path of the Furon’s in-progress physics, AI, and building destruction provided some of the most hilarious bloopers I’ve seen yet. I briefly prototyped new gameplay systems and contributed to documentation. The game sucked, but at least I got some design experience. Tech: Unreal Engine 3, Unreal Editor 3 |
| Star Trek DAC | Xbox 360 and Playstation 3 | Star Trek: DAC is a multiplayer arcade shooter. I was in charge of class balancing, weapon and powerup implementation and balancing, and A.I. strategy. I also dabbled in level construction and tweaking. I was the leading authority on lore consistency, and continuity within the Star Trek franchise. I was also the de facto hackmaster, and have surprised the engineering team with my MacGuyver-like abilities to inventively abuse their engine and toolset to do things it was never intended to do. Several features in our engine specifically state that I am the only designer powerful enough to wield them. I trained new hires in our toolset and debugged everyone else’s spaghetti code. Under the oversight of senior designers, I brainstormed and wrote sections of the main Game Design Document, and other documentation. Tech: Internal Technology similar to the UE3 Editor |
Comics:
When I was a kid, I dreamed of making comic books, but as I grew up, I didn’t try very hard to make those dreams a reality. Somehow, they ended up happening anyway…
| Carpe Chaos | I’m the creative think-tank and primary author behind the Carpe Chaos universe. I do art direction even though I can’t draw, and story outlines even though I can’t write dialog. I’m the first and last word in the Carpe Chaos universe. Carpe Chaos has grown from a college hobby to a small business which is my primary source of income. I have overseen as many as 12 employees in their daily duties. I give them creative direction and new assignments. The project has given the the opportunity to expand my teamwork skills, learn to manage other employees, interview new employees, interview and hire service providers. |
| Racist? | A “Chick Tract” styled comic designed to encourage thinking about racism. A very few copies have been distributed around the Santa Cruz area. I’d like to float a few more into the world one day. I mostly did the administrative work and only had a little input on the creative aspects. |
Other Projects:
I try to be a diverse and interesting person, doing lots of varied and fascinating things in my free time. Here are some of them.
| Newsong LA India Team | In 2008, I lead a short term missions trip of 8 people to India. I oversaw the fundraising, budgeting and spending of $40,000, and handled logistics, team discipline, pre-trip training, conflict resolution and the spiritual and emotional development of my team. I also served as a liaison with my church’s staff and volunteer teams to coordinate their support of our trip. With our fundraised dollars we donated an ambulance to our host organization. The trip was a great success and all of us are considering returning to India for a longer stay. |
| Newsong House Purchase | My church is searching for a ministry center in Crenshaw as a permanent connection to the community and a platform for ministry. I’m leading the search by regularly meeting with the church Leadership Team and lead pastor, as well as orchestrating the volunteers who are responsible for finding and purchasing the facility. I oversee approximately 10 volunteers as well as working with church staff. The expected budget for the purchase is $500,000. | Watah Bible Study | In 2006 I started an inductive bible study group in Los Angeles. After a brief hiatus I returned to leadership and lead the group for 2 more years. In 2009 I stepped down as leader and remain an active member of the group. Membership has ranged between from 6 to 20, with an average size of 10. I cared for members emotional and spiritual needs, handled logistics, provided vision and direction, and did my best to foster community and friendship. Some of my most valuable friendships have come out of this group. |
Here’s a project that’s very much live. I’m experimenting with Google Adsense in other to learn more about ad services to use in my business. Who knows what will appear in this space:
Seems like the answer is a lot of green building supply companies…