top of page

SlapDash
Dispatch

  • Goal: create a parkour game that is presentable at PAX west 2022

  • Position: lead programmer and player programmer.

  • End result: A polished demo with a smooth, fast player movement.

SlapDash is a first-person parkour game based on delivering packages around several skyscrapers. As the lead programmer, I worked on the player controls mainly as well as the UI for the menus with our UI programmer Hannah Geer.

Alchemical Warfare

  • Goal: Feature complete First person shooter

  • Position: lead programmer and Weapon programmer.

  • End result: finished demo and 3 different weapons with different affects and interactions.

Alchemical Warfare is an fps where the player must escape a trench using three different weapons to defeat enemies as they escape. The player has three color-coded weapons with different effects. The first weapon is a normal rifle shot but leaves behind a gas that damages enemies, the second is a shotgun that deals large damage in an area and the last one is a long-range shot that melts doors and armor off enemies.

Capstone group project

  • Goal: make a dungeon crawler game similar to diablo

  • Position: lead and only programmer

  • End result: A working game with a player character with several abilities, stats, loot drops, and enemy ai.

As the lead programmer I was responsible for building the game's code from scratch as the game we chose to work on was another student's old project that wouldn't run successfully. 

​

Since I was the lead programmer almost all the coding fell to me. The videos to the left show all the interactions in-game I was responsible for making including enemy AI, Player's movement, and attacks as well as breakable objects and item pickups.

​

When we first picked up the old project the player's interaction with the world was minimal and they would often have their movement broken and spin in circles so the best thing I could do was build it all from the ground up. 

​

The game was a dungeon crawler style game similar to diablo where the player had to navigate a temple filled with giant snakes.

Dive and Plunder

  • Goal: Create a side-scrolling adventure game.

  • Position: lead programmer and Enemy AI programmer

  • End result: feature complete with a variety of levels and enemies.

Dive and Plunder is a sidescrolling adventure game based around the player diving to different levels from a world map and collecting treasure to defeat a boss. My work revolved around managing the other coders and creating enemies with adaptable behavior. While we only had a few enemies and a boss their behaviors were all different, some would patrol, do area of effect damage or shoot the player.

bottom of page