RGB is a project I made with a small team for a 48 hour game jam in February 2019. The theme of the jam was intersection, and we made a game that can be best described as Tron’s light bikes meet rock, paper, scissors.
Three players race around various levels, trying to hit the trail of one of the other players while avoiding the trail of the other. Points are scored based on how fast you’re going. Hitting the right trail gives you a speed boost and hitting the wrong one slows you down.
For this project, I wrote the bulk of the gameplay code. I programmed a player controller that can smoothly drive on any mesh without hitches while still having good physics interactions with other players and objects. I also wrote the camera and input systems.
This project was made in Unity3D.
I’ve been a contract programmer at Skymap Games since May 2019, working on several projects in both Unreal Engine 4 and Unity 3D. Primarily, I’ve been leading a small group of engineers providing engineering services on an Unreal Engine 4 battle royale game for a client. In addition to that, I’ve been working with several other engineers on two unannounced porting projects- one on Playstation 4 and Playstation VR, and the other on Nintendo Switch.
Prior to becoming a contractor with Skymap, I interned there from January 2019 - May 2019. During that time, I primarily worked on ZED, an Unreal Engine 4 PC and VR game published by Cyan Ventures which launched in June. On ZED, I implemented game systems for both VR and regular gameplay, and also squashed bugs as they came up.
Ship Outta Luck
Ship Outta Luck is a project that came out of a 24 hour game jam in December 2018. We continued working on it afterwards, changing it into a networked multiplayer arena game. I had the privilege to demo the game at PAX East 2019. It was the first multiplayer game that SNHU has ever brought to its booth and we are pushing to finish and release the game on Steam later this year.
On this project, I’ve done all of the network programming work, using a library built on top of Lidgren. Additionally, I took this project as an opportunity to learn about shader programming and the Cg language. I iterated numerous times on the ocean shader and then on a buoyancy system for the ships that ties directly into the shader.