Games
Monumental Pain
Monumental Pain is a Zelda II inspired web game built using the Phaser Framework. Play as a masked one armed hero with a sword and crossbow who must battle an evil wizard and his followers to prevent the destruction of the important monuments of the world.
Roles: Lead Programmer, QA |
Procedural Generation
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WorldBuilderConceived and led the creation of WorldBuilder, a procedural map generation tool. It uses an agent based approach to map generation. Several generators run over the map in sequence, each creating different key components of the continent. The advantage to this system is that it allows fine granular control over a range of continental features that can be used to define the map.
Roles: Designer, Architect, Lead Programmer |
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Unreal CityExplores the power of the Unreal Engine's Streaming Levels to procedurally generate large and complex levels from simple building blocks. Two versions of the generator are live in the project. The first positions city blocks based on a weighted random selection. The second divides the city into regions with a different weighted selection for each region.
Roles: Co-Creator, Co-Developer |
Tiny WorldsGenerate an infinite multitude of variations on a single self contained world rather than an unending homogeneous world.
Role: Creator |
Voynich TranslationInspired by the enigmatic Voynich Manuscript, this generator uses a simple L-System to create a growing tree. It then uses Tracery to generate a possible translation description in the manuscript.
Role: Creator |
New ClassicsThe New Classics generator uses an evolutionary algorithm to approximate classic images using simple shapes. Here we have the classic source image by Fan Ho, and the generated image after approximately 30 seconds with a user controlling the mutation rate.
Role: Creator |
VFX
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Music VisualizerA music visualizer rendered in real time in Unity. I was responsible for the particle systems. There are eight particle systems moving in concentric circles around a center point. They move and emit particles in response to various pitches in the music. The particles themselves have a simple shader which controls their color based on the age of the particle.
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