Projects

Dissonance

Screenshot

  • Dissonance website
  • A VR narrative puzzle game
  • Made in Unreal Engine 4, using C++ and blueprints
  • Uses the HTC Vive
  • Recruiter approached team to publish this game
  • Team of 10 people, I am one of the 3 programmers
  • I was acquired for the team as a tools programmer
  • Game was started first semester senior year, I joined second semester
  • Major Contributions:
    • Fixed the game to be stable and not crash numerous times
    • Puzzle API: uses C++ code and Blueprints, with help of the other programmer
    • Fixed issue with puzzles not being initialized.
    • Fixed all the crashes that were caused touching puzzles that weren’t initialized
      • The crash error message was “Assert array size >= 0”
      • So it was confusing why the the game was crashing on an assert statement
      • Fixed the game from crashing by initing the puzzles until the number of puzzle inited were greater than 1

Darkest Night

  • DarkestNight GitHub
  • Published on itch.io
  • A top down survival game, where you have to survive for 5 nights
  • Made in Unreal Engine 4, using blueprints
  • Created in Console Programming, Senior year
  • Created for the PC
  • The most impressive feature that I put into this game was a day and night cycle
    • The shadows of the player, enemies, buildings and barricades dynamically change
    • During the night the only light is a low intensity light
    • This makes it more intense when the monsters spawn
  • The second most impressive feature is monster AI
    • The AI uses Unreal’s Dynamic Pathfinding
    • The AI consist of aggroed, non aggroed and searching behaviors
    • During each phase the mesh is a different color
    • When the AI is non aggroed, it walks to the players base
      • To deaggro an AI the player has to get too far away or completely block its path so the AI can’t get to the player
    • When the AI is aggroed, its speed increases and chases the player
      • To aggro the AI the player has to get within the aggro range
    • When the AI is searching, it isn’t moving and is waiting for the player to get inside the aggro range or after 5 secs it becomes deaggroed

Robotley Crue

  • Robotley Crue GitHub
  • On rail shooter with rhythm elements
  • Created in 5 weeks
  • Created in Unity, used Kinect sensor then switched over to Wii sensor
  • Created in Senior Capstone, first semester of senior year
  • Was part of a team, 1 of 2 programmers
  • Major contributions:
    • Enemy AI
      • Each enemy has a different movement pattern
      • When the enemies get to the player they explode
    • Adding music and sound effects
    • Converting the code to use wii remotes

Glitched!

  • Glitched! GitHub
  • A 2.5D platformer
  • Created in 13 weeks
  • Created in Unity
  • Was part of a team, solo programmer
  • Created in Production 2, Junior year
  • The most impressive parts of this game are the two boss fights
    • To make the boss AI, I used a State Machine
    • Each attack that the boss does is a different state

Encryption Algorithm

  • Algorithm GitHub
  • Uses pseudo random numbers to encrypt/decrypt
  • Can encrypt compatible files or text from the exe
  • Made in Visual Studios, using C++
  • Created during summer vacation during my junior year
  • The most difficult part of making an encryption algorithm is making it different
    • The formula that I used to calculate pseudo random numbers are:
    • (Multiple * StartingSeed/PreviousNumber + Adding) mod 95
    • To make it different, the algorithm picks out certain numbers out of an array to use to encrypt/decrypt

Beat of the Flame

  • Beat of the Flame GitHub
  • Rhythm game
  • Created within 5 weeks
  • Uses AS3 as the programming language
  • Was part of a team, solo programmer
  • Created in Production 1, Sophomore year
  • This game has an interactive tutorial
    • It teaches one how to play with dialog boxes
    • Won’t advance until the player hits next or completes the tasks

Feline Astronaut

  • Feline Astronaut GitHub
  • A platfomer with notes playing every time you land
  • Uses AS3 as the programming language
  • Programmed by me, art assets were made by Sarah Weber
  • Created for my Game Tech Final, Sophomore year
  • The hardest part of this game was picking the best landing sounds
    • It needed to sound good when the player was in the top right corner where he always jumps and lands instantly
    • I started with random sound effects, but that sounded horrible
    • I thought of using a scale because it will always sound good
    • I knew this from my years of playing the saxophone
    • I chose the C major scale because it is the most common