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Maglev (Unreal Development Kit)

Lead Programmer (15 person team, 3 programmers)

Implemented player controlled magnet pickup, drop and throw mechanics using rigid body handles.

Implemented Magray, a turret style enemy that fires a magnetic beam which is affected by all surrounding magnetism and kills enemies, the player, or other Magrays.

Implemented pickups that give the player a health buffer. Pickups enter the character's backpack using a rigid body handle. When the player is damaged, some of the pickups fall out of his backpack and crumble.

Implemented third person camera that lerps behind the player.

Performed software configuration management, including source control, bug management, build processes and testing processes; wrote the technical design document.

Performed task management and organization, including communication among departments.

Worked with game designer and level designers to ensure they had tools for tweaking the game.

 

 

Colossal Takeover (Unreal Tournament 3)

Lead Programmer (8 person team, 1 programmer)

Implemented building destruction, soda machine destruction, colossus health, player kills, base health, and the stock price system affected by the aforementioned mechanics.

Implemented four weapons with primary and alt fires, including damage over time mines, multiple rocket launcher, heal / acid (extra damage to metal), super jump, flamethrower, vampire gravity mines, and seeking bombs.

Implemented infinite ammo, heads up display, and mesh, particle, and sound replacement for characters and weapons.

Ensured all gameplay replicated over network.

Performed software configuration management, task management, organization, build and testing processes, and technical support; Wrote the technical design document.

 

 

Scum and Maglev (Torque 2D, Proprietary)

Associate Producer (4 person team, 2 programmers)

Wrote magnetism based game (Maglev 2D) with main character that can switch polarities and reacts to polarity of objects in the environment using assets provided by the artist.

Implemented mechanic allowing the player to aim and throw a magnet to metal surfaces in my 2D engine.

Implemented main menu, pause, and scoring systems in my 2D engine.

Wrote Torque 2D components in C# for a simple bot, a turret, magnetism, gravity, throwing magnets, and player camera, input, and changing sprites based on magnetic state.

Managed three 2D game productions in three different engines.

 

 

Inversion (Torque 2D)

Producer (5 person team)

Oversaw production of a 2D puzzle game, providing testing, feedback, support, and advice.

Ventured through the process of publishing on XBOX Creator’s Club.

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