top of page

Project Incrementum

Solo Procedural Generation Project | Unity

September 2019 - April 2020

Project Incrementum is an independent exploration into infinite procedural generation of terrain and flocking animals in Unity. It features a sandbox environment that demonstrates different terrain generation and and population algorithms with customizable sliders for algorithm values. Some features include:

 

- Perlin noise and diamond-square generated terrain capable of making mountains, plains, island chains and more.

- Blending between customizable height defined biomes built using Unity Shader Graph.

- Prop population by biome adjustable to create densely packed or loosely spread objects across the world.

- Herding animals capable of traveling as groups, avoiding obstacles, eating food, and being adorable

- A play mode that dynamically generates chunks of terrain to create an infinite landscape for a free moving camera.

Project Incrementum
Hallowed Under

Hallowed Under

Technical Director | C++ Engine / Unity

September 2018 - April 2019

Hallowed Under is a 3D stealth game where the player must use bait and careful planning to avoid giant owls and navigate through various levels.

 

As the technical director, I led a team of 6 coders in building a custom C++ engine to be used by a team of 20. My contributions to this engine included:

​

- Core functionality running an ECS engine including initialization, logging, system execution order, and more.

- Slotmap driven system for constant time insertion, access, and deletion of objects and components.

- Modular 3D data driven editor with both dockable windows and background systems using ImGUI.

​

Midway through the project we pivoted to using Unity in order to prioritize bringing the artists, musicians, and designers vision to life. In this new workflow I served as a gameplay and AI programmer who built:

​

- A behavior tree system for Unity that allowed quick iteration of enemy AI by designers.

- An easy to edit pathing system to define enemy patrol paths over a Unity navmesh.

- A stealth system with enemy cone vision, terrain cover, and enemy bait. 

Daybreak

Daybreak​

- Featured at PAX West 2018 -

Technical Director | C++ Engine

September 2017 - April 2018

Daybreak is a 2D top-down action adventure game in which the player must collect light to fend off hostile swarms of dead stars and restore day in a world plagued by endless night.

 

As the technical director and co-producer, I led a team of six coders in building a custom C++ engine to be used by a team of 11. My contributions included:

 

- Building a modular Entity-Component-System (ECS) framework for a custom C++ engine.

- Creating engine systems, including full 2D physics, rapid-json serialization, and boid flocking AI.

- Incorporating in-engine tools, including system performance analytics.

- Coordinating with artists, designers, and musicians to create usable engine and editor features.

- Producing of all technical reports, guides and documentation for game production.

Forgotten

Forgotten

Technical Director | C++ Engine

December 2016 - April 2017

Forgotten is a 2D puzzle platformer about manipulating the direction of gravity to navigate through levels and discover your past.

 

As the technical director, I led a team of 5 coders in building a custom C engine and game. My contributions included:

 

- Creating core engine functionality including gamestates, level loading, and sprite animation.

- Implementing gameplay mechanics including player controller, shooting, and gravity flipping.

- Building a 2D physics engine to support a 2D platformer with gravity flipping.

- Integration of Tiled as a level editor and exporter.

- Creation and testing of 10+ platforming levels.

TreacherousTravels

Treacherous Travels​

Lead Programmer | C++ Text Game

September 2016 - December 2016

Treacherous Travels is a fantasy text adventure about discovering and navigating a world filled with riddles and comedy.

 

As the lead programmer, I lead a team of 3 in creating a completely console run game in C. My contributions included:

 

- Building a text parser to process and interpret user given commands.

- Multiple engine systems including room management and navigation, inventory, and actions.

- Custom text file reader to create formatted and colored text.

 

bottom of page