SimSpray
A product that focuses on assisting in training with spray painting that had already been initially released by VRSim. During my time there I worked on different iterations of this product that would act as either expansions or upgrades to the current release. Responsibilities included: testing, debugging, GUI implementation, localization, and various features additions requiring both back end and front end work.
SimWelder/VRTEX 360
This product developed by VRSim and Lincoln Electric helps to teach newcomers proper welding technique. During my time there I worked on different iterations of this product just like with SimSpray. Responsibilities were also similar: testing, debugging, GUI implementation, localization, and various features additions requiring both back end and front end work.
Remote Shepherd
An experimental take on the sniper genre, Remote Shepherd is a first-person shooter that has the player take control of a group of snipers that move between different vantage points. Players must carefully examine the environment to figure out who their targets are by different behavioral characteristics. For this game, I worked on the animation system which utilized the Havok engine for animation and ragdoll physics. Additionally I worked on different shader techniques like shadow mapping and tessellation.
Polarity
Polarity is a 3D puzzle platformer in which players use magnetism to make their way through to the end of the level while avoiding any life threatening hazards that may be in the way. The player is able to change between being negatively or positively charged in order to attach or propel themselves from floors, walls, and even the ceiling. For this game, I worked on the particle system and the various particle effects that used it.
Rogue Squirrel Returns
A 2D platformer that utilizes a procedurally generated level to offer the player an endless challenge in which the player tries to see how far they can get before dying and how many nuts they can rack up. Players play as the rogue squirrel that traverse the neighborhood, jumping and gliding between poles while avoiding bees, thorn bushes, and the occasional grill fire all just for a few nuts. For this game I worked on the sprite animation system as well as the animated sprites themselves.
Project Blob
Project Blob, a 3D puzzle platformer, has the player utilize the properties of the blob in order to traverse the various areas within the game world. Players are able to change other the stickiness or the rigidness of the blob to make it easier to attach to surfaces or roll around. Players must also make use of the various types of terrain such as sticky panels or speed panels to overcome the various obstacles that may heed their progress. For this game I worked on the 3D audio system, the creation of soundFXs, audio arrangement, and assistance in creating the world editor used to build Project Blob's levels.
Sedohr
A 2D arena brawler much akin to Super Smash Bros. or Small Arms. Up to 4 players are able to battle it out to get the most kills in a deathmatch battle royal. Players must utilize the various weapons they have as well as the hazardous obstacles and destructible objects in this space themed environment to get the edge on their opponents. For this game, I worked on the particle system and the various effects that used it as well as some texture and normal map creation work.
Red Ship Blue Ship
This online co-op capture the flag style 2D side scroller/platformer puts players in the shoes of either a ground soldier or pilot. Team work becomes essential to victory as only the ground soldiers are able to take the flag from the enemy base and drop it of at there own. However, various obstacles built into the environment as well as a need for speed encourage ground soldiers to jump into friendly controlled ships for better maneuverability. For this game, I worked on the initial physics system (eventually changed in final version), sound system, audio assets, and general gameplay mechanics like the capture the flag logic.
Elemental Balance
A small fast-paced 2D puzzle game in which the player controls 4 elemental orbs, each associated with one of the old elements of earth, fire, air, and water. These orbs either cancel out or become blocked by the tiles they run over based on elemental strengths and weaknesses. This game was done completely by myself.
Circular Warlords
A variation on the old game Warlords. Rather than trying to protect you base from being hit, the player needs to aim the ball towards the goal buried at the center of the block field. Worked hand in hand with coding partner to create most of this game.