Projects

Xenophobia — Doppelgamer LLC

Cloud Spin — Skytrain Studios

Cloud Spin — Skytrain Studios

image164

“Xenophobia” is a top-down, co-op, twin-stick shooter and roguelike where you get to play as a robotic combat drone deployed to a martian colony overrun by hostile aliens.  Your mission is to survive as long as possible while rescuing colonists and killing swarms of aliens.

Cloud Spin — Skytrain Studios

Cloud Spin — Skytrain Studios

Cloud Spin — Skytrain Studios

image165

 Cloud Spin is an Unreal-powered game made by Skytrain Studios for the iPad and iPhone.  I was responsible for the game code (UnrealScript) which includes:

  • A spline-based track system for player and camera
  • Custom gliding physics and controls
  • HUD elements and menus
  • Scoring, leaderboards, and achievements
  • Custom player and camera code

Personal Projects

Anteater Scripting Language

Anteater Scripting Language

Anteater Scripting Language

image166

Anteater is a simple, dynamically-typed scripting language I wrote years ago.  "Xenophobia" uses an updated and modified version of this language.


Details:

  • Assignment
  • Array assignment
  • All basic operators
  • If/then
  • While loops
  • Functions + return values
  • Locals
  • Ints, Floats, Strings, and Arrays
  • Nested comments
  • String contatenation between strings, ints, and floats
  • Array construction, access, and assignment
  • Nested functions / local functions

Xenocide

Anteater Scripting Language

Anteater Scripting Language

image167

“Xenocide“ is a game I developed as a student project at The Guildhall at SMU.  It features a custom 2D software renderer.


Details:

  • All drawing and blitting routines were hand-written without the aid of DirectX or OpenGL
  • Features a completely mouse-driven, RTS-style user interface
  • Has a particle system that features permanent gore
  • Developed in 2.5 months


Xenocide 2

Anteater Scripting Language

Xenocide 2

image168

"Xenocide 2" is the second, 3D version of my Guildhall student project Xenocide.  It uses Direct3D to render and features skeletal animation and hardware skinning for the aliens.


Details:

  • Rendering is done with Direct3D and uses HLSL shaders
  • Added skeletal animation support with hardware skinning
  • Developed an X-file (.x) importer for meshes, bones, and animations
  • Added scripting support by integrating the Squirrel scripting language
  • Developed in 4 months 


NOTE: Before running this game, check “Disable display scaling on high DPI settings” under “Compatibility” properties for Xenocide.exe.)