Back End Engineer (Node.js with MongoDB)
Spring 2015 - Spring 2016
Chambara is a networked multiplayer stealth-deathmatch game with only two colors, allowing players to seamlessly camouflage themselves with the environment. This empowers players to sneak, search, and ambush each other in dramatic, stylish duels.
Chambara was created with a team of 20 people. The front end uses Unity3D, while the back end consists of Node.js and MongoDB on Linux.
Designed and implemented the back end platform to communicate with both the game client and server, on both PC and PS4. Includes:
Gameplay Engineer, C++ (Unreal Engine 4)
Spring 2014 - Spring 2015
Polyseum is a team-focused first person shooter where the goal is to knock enemies into hazards or off of the stage in order to kill them. In a sense, it’s akin to a cross between Super Smash Bros. and the first person shooter genre, with emphasis on teamwork and player roles rather than headshots and twitch reactions.
Polyseum was created with a 20-person team in C++ using Unreal Engine 4.
Added on to our status effect system
Game Flow: Pre-Game to Match (round-based) to Post-Game
UI Engineer, Scaleform GFx (Unreal Development Kit)
Spring 2013 - Spring 2016
The Maestros is a fast-paced 3v3 real time strategy game in which killing neutral enemies gives the player base units that can then be transformed into more powerful units. Each player controls a commander who has unique abilities and supplements their army. Players can customize their strategy by choosing between 6 different commanders and a selection of 12 units on 2 unique races. Kill enemy commanders to score points and win!
The Maestros was created on a team of 35 people using Unreal Development Kit (UDK).
Integrated against a web API using HTTP and TCP to form a working lobby system. Lobby flow includes:
Gameplay Engineer (C++)
Super Smash Skyrim is a networked multiplayer game where the object is to attack and grab enemies in order to hurl them off the stage. It is written using Prime Engine, a custom C++ game engine, using C++ along with Maya, Lua, and Python for level editing.
Super Smash Skyrim was created with a team of 4 people.
Gameplay Engineer, C# (Unity3D)
Fall 2014 - Spring 2015
Spirit is a free-flowing rhythm game created for iOS using Unity3D (C#). The player traverses the cosmos as Spirit and taps on the screen when Spirit comes in contact with a pad, which are laid out to the beat of the song. Keeping the rhythm is essential to maintaining your flow.
Spirit was developed in a 3-person team: two engineers and a sound designer.
Scoring system based on input timing.
Gameplay Engineer, C# (Microsoft XNA)
Starfox 65 is a 4-player split-screen 3D space shooter programmed in C# using the Microsoft XNA game engine. The object of the game is to fly around an arena and shoot down the ships of opposing players, using either normal shots or lock-on targetting.
Starfox 65 was made in a 4-person team.
Software Engineer, C++
As part of a Game Engines class, I developed a game engine demo that included:
Software Engineer, Java
As a final project for an agent-focused multithreaded programming course, our team of 8 people created a city simulation that would run independent of human input. The city had many different facets:
Restaurant Integration Manager
Role Switching (Events)