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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
SolidWorks OpenLayers Map • 2008
|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).
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.
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.
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.
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.
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.