Project: Pinball Arcade

Platform(s):
  • iPhone
  • iPad
  • Mac
  • Android
  • Playstation 3
  • Playstation Vita
  • Xbox 360
  • Ouya
My Role(s):
  • Programmer

Pinball Arcade

The brief:

Simply put, the Pinball Arcade is a growing collection of the greatest pinball tables ever assembled in digital form. Farsight Studios takes a great deal of pride in faithfully recreating and preserving these historic tables and plans to continue doing so into the future. Pinball Arcade was also voted as Best Mobile App of 2012 in G4TV's X-Play.

What I did on the project:

So far, I have been a integral part of the development on four tables released with the Pinball Arcade: Genie, Firepower, Central Park, and Goin Nuts. Since these are all older tables, they were not actually rom emulated like many of the tables developed at Farsight, which required me to manually code all the gameplay logic. Additionally I have resolved numerous bugs on previously released tables, helped with various UI elements, and have taken on the role of porting and releasing all future tables for the Playstation 3 and Vita platforms.



Project: Down the Tubes

Platform(s):
  • PC
  • Web Browser
My Role(s):
  • Programmer

Down the Tubes

The brief:

As a new mail sorter of a corporate conglomerate, you are tasked with deciding where to send various messages based on their often questionable contents. Developed during the 2013 Global Game Jam, Down the Tubes is a reaction based game that was created within a 48 hour time period.

What I did on the project:

I developed many of the systems that were used in the game including the tube population system, 2D animation system, and message management system, which I designed to never repeat any message more than once and to intelligently grab percentages of the different types of messages. I also helped to implement some of the art and audio assets as well as some of the UI functionality.



Project: Dead Ringer

Platform(s):
  • PC
  • Web Browser
My Role(s):
  • Lead Programmer
  • Lead Designer

Dead Ringer

The brief:

What do you get when you take the classic memory card game and mix in education with a steampunk theme? Dead Ringer! The goal of the game is to teach players various industrial symbols and their meanings by taking the simple mechanics of the classic game of memory and adding in some arcade style gameplay.

What I did on the project:

As the sole programmer and designer, it was my responsibility to develop the entire foundation for the game. In early design and development I had decided to implement multiple levels and to create a system that would dynamically pull from a pool of symbols and definitions. As development progressed, I added more arcade style game mechanics to create a more interesting and ultimately more fun experience. Paul Oliver, the lead artist, came up with the idea of using a steampunk theme, which gave the game its identity. My role then turned toward implementing assets while also creating the particle systems and online high score system.



Project: OctoFirePod

Platform(s):
  • PC
  • Web Browser
My Role(s):
  • Lead Programmer

OctoFirePod

The brief:

It's an arcade style shooting range with a twist. You play as a fire fighting octopus that must extinguish endless waves of drop down images that are on fire. The goal is to interactively teach users the five different fire classes and the appropriate extinguisher/s for putting them out.

What I did on the project:

I was the sole programmer on the project and so it was my job to implement all designs, art assets, and sound assets into a functional game. I also wrote the game design document while working closely with the design lead, Alex Valcarcel, who came up with the initial concept. He handled the overall design while I created the design for many of the core gameplay mechanics. Additionally, I developed the fire particle effects and online high score system.



Project: Jormunrunner

Platform(s):
  • PC with Kinect
  • Windows Phone
My Role(s):
  • Programmer

Jormunrunner

The brief:

You are a viking running along the back of a massive Ouroboros and your goal is to collect as many coins as you can by physically jumping and ducking using the Microsoft Kinect. Developed during the 2012 Global Game Jam, Jormunrunner is a sidescrolling platform game that was created within a 48 hour time period.

What I did on the project:

The game was developed by a team of fourteen people and getting that many people to collaborate and work on a project in only 48 hours was a challenge in and of itself. The fact that we had a complete working game in that time period is a testament to the ability of everyone involved to take on the role of team player. My specific role, however, was that of a programmer. I developed the parallax scrolling background system for the game and worked with the other programmers to implement art and sound assets.



Project: Combined Cycle Plant

Platform(s):
  • PC
  • Web Browser
My Role(s):
  • Lead Programmer

Combined Cycle Plant

The brief:

This was a project developed initially as a sales demonstration. The end goal was to create a series of interactive simulations intended to teach workers proper steps and procedures at a combined cycle plant.

What I did on the project:

My first role on the project was to create the initial sales demonstration using the Unity3D game engine. After that, I took on the role of lead programmer. I collaborated with the project lead, 3D art lead, 2D art lead, and lead SME (subject matter expert) in developing a complete detailed scope for each of the combined cycle simulations that were to follow. I compiled a breakdown of all programming tasks and their time estimates along with the specific member/s of the programming team that would be responsible for each task.



Project: Facility Maintenance Learning Quests

Platform(s):
  • PC
  • Web Browser
My Role(s):
  • Quality Assurance
  • Debugging Programmer

Facility Maintenance Learning Quests

The brief:

These are series of seven training simulations designed to teach facility maintenance workers proper tools, equipment, and procedures.

What I did on the project:

I was brought onto this project after the initial design and code base was in place. My role was to use this code base to implement assets in completing two of the simulations and then run through a series of QA tests to address various bugs and inconsistencies for all seven. I worked with three other programmers in delving into the code base to fix these various bugs and inconsistencies.