BreakWarmgun

CAT 2.0Courseware Authoring Toolset

SP

Steampunk - Victoriana MMORPG

UT2K4

FacingGiants - UT2K4 -CTF

Bulati

Bulati - Real Time Destructible Terrain

Break

C#-Breakout

Circle

C# Top Down Shooter

Staypuft

VB Top Down Shooter

Art

C++ Influence Map - AI Programming

Smiley

C Console - Point and Click Shooter

Life

C - Two Player Game of Life

Life

C++ SDL - Map Editor



Development: May 2008 - Present

Squaretotal - DS Puzzle Game / Blocksum Clone

Video Soon!

Squaretotal is a puzzle game that I put developed for the Nintendo DS. I wanted to make a clone of Blocksum (gameplay footage) to kind of test the waters and see what development is like on the hand held. The idea behind the gameplay is kind of a mix up of Tetris Attack and addition. Take a look at the original game to get a better idea.

The above video shows off that this is a work in progress, and that I make some pretty atrocious “programmer art”.  

I’ve been implementing this project with PAlib which really allowed me to get up to speed on the DS very quickly without having to deal with any of the low level stuff (video memory management and garbage collection) which was really nice, once I hit a wall as far as limitations go, I will be recreating the project with only the devkitPro library.

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Development: Jan 2008 - Present

Warmgun - Unreal 3 Total Conversion

Warmgun is a total conversion mod for Unreal Tournament 3. Warmgun is set in a distopian future, long after the world has depleted it's oil supply, and global warming has become a crisis. What few resources left in the world are fought over by the last tatters humanity. Fossil fuel consumption is a relic from the past, steam is power in this second coming of the Wild West.

I'm Warmgun's lead coder, this role involves:

Right now we're gearing up for our beta release and subsequent trailer, as well as getting everything in order for the Make Something Unreal Contest.

Warmgun has been a lot of fun to make. My summer job at Vinland Studios working on a Unreal3 prototype was a big help in this project as I had already gotten my feet wet. It has been a really good experience working with teammates spread across the globe.

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Development: Aug 2007 - July 2008

Courseware Authoring Toolset 2.0 (CAT) - Courseware Editing Application

CAT

The CAT is courseware authoring software. I developed version 2.0 during my Applied Arts Advanced Diploma internship on base Gagetown.

When I joined the internship I was placed in the Quality Assurance cell on base. The QA department's high profile project was the CAT. Version 1.0 of the CAT had been more or less completed for some time before I was hired on. My supervisors wished to push the tool forward in form, functionality, and ease of use.

The CAT is used to build E Learning courses. It takes all of a developer's content (text, images, flash assets) and packages it into a flash object. So basically like flash+ dreamweaver lite. The CAT 2.0 was written in VB.net, content is written to an XML file which is then loaded by a flash piece.

With that I went into planning for CAT 2.0. My job as the sole CAT programmer held many responsibilites:

This was a great first project to undertake after graduating from college. My skillset ballooned picking up XML, Python, Actionscript as well as polishing my VB.net skills (I fought for C# I swear). Reworking someone else's basecode was a skill building experience.

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Development: Late 2006 - Mid 2007

Steampunk - Victoriana MMORPG

Steampunk was a six man endeavour in creating a Victoriana, Mech-based, Massively Multiplayer Online Role Playing Game. As project manager/programming lead I worked with three artists and two programmers to develop this during our graduating year.

This was built in C++ using OpenGL and SDL libraries. As project manager my duties included: creation of our wiki, writing of the design doc and project management plan, managing timelines and assigning tasks, recording of demo videos. As programming lead my responsibilities included: the integration all of the programming modules, designing and developing the combat and interaction systems, loading and animating models, image and texture loading . Steampunk ended up being a very successful endeavour as the first large team project I worked on. I walked away from this learning essential softskills, management skills as well as developing my technical and problem solving skills. Plus we got to make a really nifty steampunk game :P.

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May 2007

C# Top Down Shooter

This was my next C# and first experience with Managed DirectX in a C# environment. Unlike the previous C# project this has updated mouse handling, music, and score keeping.

Enemies vary in size and speed and track the player. When an enemy is killed there is a small chance they will drop either a power up or a power down increasing or decreasing the size of the player's shot. Once the player breaks ten-thousand points the victory music commences.

I was very proud of how this project ended up. I learned a significant amount about Managed DirectX and was able to compare it to my very simliar VB .NET top down. This game provides a very nice framework for a shooter if the right art assets came along.

Shooter Source

Shooter Exe

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March 2007

FacingGiants - UT2K4 - Capture The Flag

FacingGiants is a Unreal Tournament 2004 map I developed in Unreal Ed 2.5 as a final project in my Level Design course. This video is a quick fly through showcasing the form of the level.

This map was a a real pleasure to make, taking my favorite elements from two of the most played maps in the Unreal series, Facingworlds and Lavagiant and turning out a fresh map that isn't too derivative of either. This map's playflow is centered around eight to fourteen people The design focuses on areas that allow for long range sniper battles and close quarters fire fights.

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November 2006


C++ Influence Map - AI Programming

This was a project for AI Programming. It's geared towards AI for strategy games. It allows you to edit terrain and place units changing the "influence" they have over the map. Each unit has a certain radius of influence (Where they can attack or immediately move) this is visually represented by the colours displayed. Depending on the concentration of units or terrain type the intensity of the colours change.

This project was built in c++ using OpenGL. This would provide a solid base for the creation of AI for a real time or turn based strategy game.

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October 2006

C# Breakout

This was my first foray into C# programming, a simple Breakout clone with realistic reflection between the ball and paddle. GDI+ was used to render the graphics, the paddle is controlled by the player using moving the mouse.

A simple editor was built for the levels, the colour of the block denotes how close it is to oblivion, certain blocks get marked with a cross to denote bonuses or power ups.

Breakout Source

Breakout Exe

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June 2006

Bulati - Real Time Destructible Terrain

Bulati is a networked player action game. This project was put this together by myself and Brent Kilbasco as an assignment in our first year, Brent put together the networking engine while I worked on the rendering engine, combat and controls.

Brent wanted to play with some network code, and I was dieing to play with destructible terrain. So we figured a tiny Worms clone would be the way to go. In the tradition of Worms clones (Liero) we went with naming our game "Worms" in a foriegn language, Tagalog.

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April 2006


VB Top Down Shooter

This was a Visual Basic .NET top down shooter using Managed DirectX. The fancy graphics were provided by Marc Andre Chiasson. A lot of the theory behind the movement and gameplay in this project went on later to the C# project above.

The player is inundated by ever growing swarms of enemies. If the player gets hit they respawn several seconds later. This was based off the gameplay in Smash TV. Going back to this project has been on my mind in a long while, adapting it to C# and the XNA framework.

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May 2006


C++ SDL - Map Editor

This is a SDL Map editor I put together in C++. Built around an extensive tile set this editor is a solid foundation for a 2D platformer. This was my first solid foray into the SDL library. This project taught me essential skills on how to work with external libraries.

I pride myself on the ease of use of this editor as well as the functionality, really easy to create new maps and work with them using this tile set.

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April 2006


C Console - Point and Click Shooter

This here is a console click and point shooter I put together in my first year of Electronic Game Design. I like to think that it has aged pretty well. I'm proud of how I set up mouse detection in the console window to bring the whole game together. This was built in C.

The player has to traverse two battlefields and a town to reach the final boss. When the player begins their journey they start off with a melee weapon. Very quickly they nab a proton pack (ranged weapon) which allows you to damage monsters and destroy obstacles. The barrier item can be picked up which gives the player the ability to shield himself from the monsters by building barricades.

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March 2006


C - Two Player Game of Life

This was the first project I put together for AI Programming. It's a two player version of Conway's Game of Life. Each player places their cells. The game starts and the player who ends up with the most live cells wins.

Conway's Game of Life is cellular automaton. Without the technical jargon think of it as programmers trying to emulate cell reproduction, or lets say bacteria.
The way this particular two player implementation works.
1. Players place their cells.
2. Cells grow or die based on the rules below.

1. Any live cell with fewer than two live neighbours dies.
2. Any live cell with more than three live neighbours dies.
3. Any live cell with two or three live neighbours lives, unchanged, to the next generation.
4. Any dead cell with exactly three live neighbours comes to life.

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