Portfolio

HardPG

Shooting Fish into a Barrel

screenshot

Implemented basic physics behavior in C++ using the OGRE rendering engine.

Flocking Ogres

screenshot flock.png

Implemented flocking behavior in C++ using the OGRE rendering engine. To demo a queue on locations was created as waypoints for the ogres to run to.

 

A Star Path Finding

Dec_Kevin_HW3-2014-09-30-12  Dec_Kevin_HW3-2014-09-30-12

Implemented A star path finding in C++ using the OGRE rendering engine. The Ogre moves from a start to goal location avoiding the walls and other objects in the level. The level was created using a grid technique. This implementation took about 6 hours of work.

 

 

Oh My God, Bear is Driving!

JavaScript game
Developed in collaboration with:
Brad Anderson
Brad Segobiano
and Dan Sauerbier

Oh My God, Bear Is Driving  bearscreenshot  bearstorescreenshot

Bonus Level 1   Bonus Level 2   Boss Fight

Sample Level Design this is a template of the last base level before the boss fight.

This is was made in JavaScript using the Phaser game library. The art assets were open source, or altered by myself or Dan. The game consists of 9 base levels 3 bonus levels and a store in between. The whole game was made start to complete in a few weeks. We used Git during the development to handle version control.

 

 

Simple Graphics Application

javaw-2014-09-30-14-52-52-3 javaw-2014-09-30-14-53-00-4

This program was created using Java and the OpenGL library. In this program points are spawned outside the circle, along with 2 triangles. The points move in a random direction and bounce off the walls and circle. The user can move the circle by clicking and dragging the Circle around the screen. The size of the circle can increase or decrease with user input as well. The triangles will also bounce off the walls and circle. I calculate the closest point along each edge of the triangle to determine intersections between points and the circle.

 

 

Height Map

heightmap

This is a height, or terrain, mesh developed in C++. The user enters dimensions of the mesh and can then scroll through the points to alter each height. There is then a button to activate a fractalization function. There is also a snow cap that will change the color of the point if it is above a certain height. You can change the color of the snow cap or the mesh itself. There is also toggle options for viewing the mesh, wire frame, or both.

 

 

Mini Modeler/Animator

miniMaya

This is a program developed in C++ in which the user can build a basic 2D character and animate it over key frames. The modeler uses a Scene Graph to keep track of each shape and will pass down the transformations to its children.

 

 

Zombie Killer Prototype

Dwm-2014-09-30-14-35-54-72  Dwm-2014-09-30-14-36-04-57  Dwm-2014-09-30-14-36-25-14

This is a prototype of a rail shooter made in JavaScript. It explored the attributes and game play of this genre. It was also made to help establish balancing resources.

 

 

A Bard’s Tale

Dwm-2014-09-30-14-34-53-92  Dwm-2014-09-30-14-35-19-76

This is another prototype of a side scrolling game. In this prototype I was testing out TileMap layering. I also explored random spawns of Non Player Characters and reactions based on user input.

 

 

Platformer Shooter

Dwm-2014-09-30-14-34-07-89

This is a very basic prototype used to test physics and hit boxes. I also played around with the physics to try and make the game feel smooth.

 

screenshot flock.png