Composite Engine is a game engine technical demo created to explore the core low-level components required to make a video game, while attempting to push the envelope on some of the more frustrating or mundane elements. It currently sports a graphics engine, scene and camera support, an animation processing tool, an event system, and a user interface.
Composite Engine is created by Kevin Viglucci and me. The engine is written in C++ for Windows and Mac and features OpenGL, a CMake build system, and Chromium Embedded Framework (CEF) for a JavaScript user interface layer.
GitHub: git.io/CompositeEngine
Piston Shooty is a 2D puzzle game where the player shoots guns that each shoot more guns. When they’re ready, the player can spend their one bullet shot - which shoots a bullet out of all guns in play at once! Can they time their bullet shot accurately to kill all enemies in one click?
Puns are a non-negotiable. Every level name and gun name must be pun-based. Here’s our current running list of puns! (Now accepting lowbrow comments and suggestions. Puns must be level 7 or higher to be accepted.)
Piston Shooty is created by Dru Erridge and me. The game is written in Rust and utilizes the Piston game engine.
GitHub: git.io/piston_shooty
Twitter: @gamesfromrust
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 game client and game server were created with Unity3D, while the platform consisted of Node.js and MongoDB on Linux.
It was released for PC and PS4 on Steam and the PlayStation Store. See the Links section below for more details!
Steam: Chambara
PlayStation: Chambara
Website: chambaragame.com
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
Website: polyseum.com
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).
It was released for PC on Steam. See the Links section below for more details!
Integrated against a web API using HTTP and TCP to form a working lobby system. Lobby flow includes:
Steam: The Maestros
Website: maestrosgame.com
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.
Super Smash Skyrim was created with a team of 4 people. It is written using Prime Engine, a custom C++ game engine, with Maya, Lua, and Python for level editing.
Spirit is a free-flowing rhythm game created for mobile. 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 with Unity in a 3-person team - two engineers and a sound designer.
Scoring system based on input timing.
GitHub: git.io/Spirit
Starfox 65 is a 4-player split-screen 3D space shooter. 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 with C# using the Microsoft XNA game engine.
GitHub: git.io/Starfox-65
As part of a class on game engines, I developed a game engine demo in C++ that included:
GitHub: git.io/Game-Engine
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 management
Dynamic weekend behaviors
Bug squashing
GitHub: git.io/SimCity201