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Dissonance
- 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