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Power Gig: Rise of the SixString • Seven45 Studios • 2010

For 18 months, I worked at a AAA game studio. It was a wild ride, I must say. As technical artist, I maintained the engine's 3d art pipeline as well as implemented facial lipsync tools, animator tools, modeling tools, and other various scripts and macros for the art team as well as the rest of the development team.
Visit the tech page to see some examples of my tools and scripts created at Seven45.

[Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved. [Power Gig: Rise of the SixString] © 2010 Seven45 Studios. All Rights Reserved.

RunRunRunJump • 2010

Created for the 2010 Global Game Jam at the MIT Gambit Game Lab, RunRunRunJump was our attempt to merge platforming with text - and then to have some fun wrecking the concept.

Visit the Global Game Jam site for detailed information about the game and team. Play the game here! I acted as lead programmer, using the Unity engine.

[RunRunRunJump] screenshots [RunRunRunJump] Level 2 screenshot [RunRunRunJump] Watch out for that boulder [RunRunRunJump] Pew Pew Pew [RunRunRunJump] Don't Fail [RunRunRunJump] Alright, you failed.


Super Ramen BROTHers • 2010

Super Ramen BROTHers was an experiment in crowd-sourced game design and rapid prototyping. Yilmaz Kiymaz and I created an iPhone game in 24 hours with help from members of the Boston game development scene. It was created in Unity in one day and released on the App Store for free. It gained a large following (and a big jump in downloads from Japan) due to its quirky nature and unique development constraints.

Visit the blog post on gtproductions for detailed information regarding its development. I acted as project director and artist.

[Super Ramen BROTHers] iPhone screenshots [Super Ramen BROTHers] iPhone screenshots [Super Ramen BROTHers] iPhone screenshots [Super Ramen BROTHers] iPhone screenshots [Super Ramen BROTHers] iPhone screenshots

SpringFling • 2009

SpringFling is an addicting vertical platformer for the iPhone set in the beautiful world of SpringTown. Created during nights and weekends while working at Seven45, SpringFling acted as a test bed for end to end iPhone development. As the lone developer, I developed the code and a large percentage of the art save the background art provided by Beth Beinke. Many iPhone review sites had positive things to say about SpringFling, with an average review score of 4 out of 5.

Visit SpringFlingGame.com for more info.

[SpringFling] Promotional screenshot [SpringFling] Treetime level, parachuting [SpringFling] The Falls level, jumping [SpringFling] SunnyVille level, jumping [SpringFling] The Pits level, wearing a santa hat
[SpringFling] SunnyVille level, balloon powerup [SpringFling] Chalktime level, rocketing [SpringFling] SunnyVille level, checkpoint [SpringFling] Chalktime level, jumping with a pogo stick [SpringFling] Customization screen [SpringFling] Death screen [SpringFling] Main menu screen

iGotBand • 2008-2009

iGotBand is an improvisational PC music game that uses Rock Band/Guitar Hero USB controller input and lets you jam with friends and attract fans to your gig. I acted as technical artist, UI artist, and character modeler. Created in Flash by a 4-man indie team.

Visit iGotBand.com for more info.

[iGotBand] Main screen of the game [iGotBand] Venue, character, and song select screen [iGotBand] Game in action. Park venue [iGotBand] Game in action. Bar venue [iGotBand] Game in action. Stadium venue
[iGotBand] Statistics taken from a round of gameplay [iGotBand] Instructions screen [iGotBand] Settings screen to set keyboard/guitar input [iGotBand] The credits screen

MiniBowl • 2009

MiniBowl is an unfinished game prototype created in Unity by a team of 5 at WPI. I acted as technical artist, UI guy, and created some levels/character art for the game.

[MiniBowl] The haunted level in action [MiniBowl] The japan level in action [MiniBowl] Mansion level interior [MiniBowl] Mansion level interior [MiniBowl] Main menu UI [MiniBowl] Skeleton hand model shown in engine

iCube - Rubik's Cube Game for iPhone • 2009

A Unity game that I helped to port to iPhone. I created code for touch input and iPhone specific interface changes. Game developed by Yilmaz Kiymaz.

[iCube] iPhone game [iCube] iPhone game [iCube] iPhone game

Memory Dash - Multiplayer eBay iPhone Game • 2009

Memory Dash is a casual, puzzle-based multiplayer game designed for the iPhone. Inspired by the game concentration, players compete in a real-time memory matching round and a cooperative product sorting round with LIVE eBay products. Created for eBay Research Labs in San Jose. Responsibilities included 3d art, texturing, GUI, and some scripting/animation work in the Unity engine.

Visit the Memory Dash site for more details.

[Memory Dash] Main menu screen. GUI collaboratively designed by Beth Beinke and Alex Schwartz. [Memory Dash] Matching game. The player is the blue cart. [Memory Dash] An eBay card. Images pulled from eBay API [Memory Dash] Sorting game (round 2) [Memory Dash] Sports store in action. Player is the pink cart.

Curse of Munchy Island • 2009

The Curse of Munchy Island, or COMI, is an entrant for the 38 Studios Mass Game Challenge (MGC) created in two weeks by a team of 3 developers in the Unity Engine. Acted as 3d artist and character animator. COMI is a time management game featuring the Munch mascot of 38 Studios. Produce eggs, corn, and other food to satisfy Munch's hunger or feel his ungodly wrath.

[C.O.M.I.] The main screen with vector art by Beth Beinke. For copyright info <a href='./data/copyright.html'>click here.</a> [C.O.M.I.] The console area of the game. Art (except character) by Alex Schwartz. For copyright info <a href='./data/copyright.html'>click here.</a> [C.O.M.I.] Level 1 of the farm production area. [C.O.M.I.] Level 2 of the farm production area.

WPImap Interactive Campus Tour • 2007-2008

The WPIMap is a 3d representation of the Worcester Polytechnic Institute (WPI) campus. The 3d models were imported into UT2004 for use in an interactive tour. The whole simulation is housed in a custom kiosk that allows WPI students to interact with the 3d campus in the form of a guided Segway tour. My junior year project at WPI, completed in 5 months with one teammate who shared exactly 1/2 the workload.

Visit WPImap.com for more information.

a [WPIMap] An aerial screenshot from the WPImap 3d Interactive Campus Tour showing the quad area. [WPIMap] A second aerial shot showing the bridge and Stratton Hall area. [WPIMap] Boynton Hall at WPI. [WPIMap] The career development center sign and the fountain.
[WPIMap] Freeman plaza and the Washburn/Salisbury courtyard. [WPIMap] The loading screen, collaborative design Beth Beinke + Alex Schwartz. [WPIMap] The title screen from the campus tour. [WPIMap] The Segway vehicle allows for a guided tour of campus. [WPIMap] Higgins Laboratories and an authentic WPI trashcan and bench. [WPIMap] The inside of the Bartlett Center. [WPIMap] The physical kiosk itself as it exists in virtual space in the Bartlett Center.

Celestial Sphere • 2007

Celestial Sphere is a marble physics game created at WPI by a team of 3. It was submitted to IGF and is featured on many physics gaming websites. The player can roll their way around seven levels full of spatial puzzles, dynamic obstacles, and volatile gravity. Acted as designer for the project, as well as the primary level designer. In addition, assisted in texturing, and modeling.

Download and play the game here! Download Link

a a [Celestial Sphere] The main menu of CelestialSphere. [Celestial Sphere] The level select cube. Players roll to a side of the cube and teleport to the corresponding level. [Celestial Sphere] Spinning hazards in level one. [Celestial Sphere] Gravity modifiers that shift gravity 90 degrees.
[Celestial Sphere] The beginning of level 4. [Celestial Sphere] Approaching a 180 degree gravity modifier. [Celestial Sphere] Yes, that is reflection and refraction in the water [Celestial Sphere] Coming up to a spinner. [Celestial Sphere] Multiple gravity modifiers on 45 and 90 degree angles. [Celestial Sphere] View of the final level. [Celestial Sphere] An interesting physics puzzle

SolidWorks OpenLayers Map • 2008

I created this web app during my internship at SolidWorks Corporation, where I was hired as an interactive designer. It integrates with the employee database at SolidWorks, pulling information from LDAP and plotting markers on the map to locate employee offices. Uses OpenLayers (Javascript), PHP, and MySQL to store the room coordinates.

a [SWMap] Screenshot 1 of the SWMap webapp. [SWMap] Screenshot 2 of the SWMap webapp. [SWMap] Screenshot 3 of the SWMap webapp.
View H264 Quicktime or XviD AVI

Monkey's Left Eye • 2007

Monkey's Left eye is a 2.5d platformer game set in an Aztec temple and created in the C4 engine. The game consists of 3D worlds with 2D movement, bringing a unique constraint to gameplay. The player can change which 2D plane the player can move on by activating certain checkpoints. I acted as level designer for one level and created the character (modeled, textured, rigged, and animated).

[Monkeys Eye] The level select screen of Monkey's Left Eye. The player can choose to teleport to each of the 3 levels [Monkeys Eye] A screenshot showing the dungeon level. The player is approaching a spinner. [Monkeys Eye] The monkey idol base located at the end of the dungeon level. [Monkeys Eye] The player standing near a fire pit in the temple level. [Monkeys Eye] Getting attacked by snakes in the temple level. [Monkeys Eye] The entrance of the temple level.

Art Game Without Art • 2008

This is a small text adventure game created in 12 hours for an ascii/text only game jam. Those who are easily offended might want to stay away. It pokes fun at traditional dungeon text-based adventures.

You can download the game (Windows only) here - Art Game Without Art.
a [Art Game] Screenshot 1 from Art Game Without Art [Art Game] Screenshot 2 from Art Game Without Art

PuzzleOps • 2008

Designed and implemented in two weeks for an experimental game design master class. Worked with Yilmaz Kiymaz to create a word/puzzle game in the Unity Engine. Currently in ALPHA but core gameplay is available for testing.

a [PuzzleOps] Screenshot 1 of PuzzleOps. [PuzzleOps] Screenshot 2 of PuzzleOps.

WPImap Halo PC Map • 2006

The WPImap project was initially developed for the Halo CE engine. Below are some screenshots from that first version. All assets were created in 3dsmax.

[WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates. [WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates. [WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates. [WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates. [WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates. [WPIMap HaloPC] A screenshot from Halo CE map 'WPIMap' self-modeled, and created with help of roommates.

Super Sonic Wars: Combat Evolved • 2006

SSW:CE was a game created in Game Maker for an introductory game design course. It follows in the vein of Super Mario War and Super Smash Bros. I was the art lead as well as designer, and assisted with game logic programming.

[Super Sonic World] Game created for IMGD1001 in GameMaker - Super Mario World: Combat Evolved [Super Sonic World] In game screenshot 1 [Super Sonic World] In game screenshot 2 [Super Sonic World] In game screenshot 3

Halo Mods • 2002-2005

Below are some screenshots from various Halo 1 and Halo 2 mods I have created. This was back in the day where there were no open tools available from the developers as Halo was a console game and modding or hacking it would involve some warranty bending. Beware, as these are my first attempts at mapping/modding.

[Halo Mods] A screenshot from the self madeHalo 1 mod 'Hangar-X' [Halo Mods] A screenshot from the self made Halo 1 mod 'Hangar-X' [Halo Mods] A screenshot from the self made Halo 1 mod 'Heat' [Halo Mods] A screenshot from the self made Halo 1 mod 'Over the Creek' [Halo Mods] A screenshot from the self made Halo 1 mod 'Damnation Unleashed'