About

This is a website to help highlight the various game related programming projects I am working on now or have worked on in the past. Click on the title of the game to see a detailed page with code samples.

Shadows of Abigail

Shadows of Abigail

Project Leads: José Luis López Zurita (project lead), Steven Julson (lead design), Giancarlo Montalbano (lead artist), Stephen Cano (lead programmer)
Artists: Doug Merritt, Alfonso Farfan, Amanda Garza, Gerry Pianta
Producers/Design: Jaquelyn Bacal, Micah Brown, Ivan Velez, Bill Sellinger, Alex Howell, Nick Pham
Programmers: Logan Kincaid, Jorge Capote
Tools: Gamebryo Lightspeed - C++ - Lua
Project length: 7 months (Finished 08/10/10)

Shadows of Abigail is 2.5-D sidescroller about a curious girl named Abigail who gets lost in a magical, dark carnival. In order to escape the fantasy world, Abigail has to escape and defeat the residents of the carnival, traversing multiple attractions with only her slingshot, her teddy bear, and her blanket.

Final Fantasy

Re-creation of Final Fantasy - Battle of Narshe

Teammate: Logan Kincaid (programmer)
Tools: OpenGL on PC then ported to DirectX for the XBox
Project length: 4 weeks (Finished 12/11/09)

Battle of Narshe is a re-creation of a portion of the SNES classic Final Fantasy 6, in which you control seven members of the Returners as they defend the Esper of Narshe from the forces of Kefka’s army. The game was intended to present a vertical slice of the game without having to recreate entire chapters of story and gameplay.

Mutactics

Mutactics

Teammates: Skippy Armstrong (producer), Giancarlo Montalbano (artist), Shadi Halabi (artist), Eli Stevenson (producer)
Tools: Panda3D - python
Project length: 2 weeks (Finished 10/27/09)

Mutactics was an attempt to create a competitive game out of Conway’s Game of Life. In the game, two teams drop virus colonies on a cell, attempting to take over the cell before the other colony does. The virus “growth” and combat was based off a modified version of Conway’s Game of Life, with the standard grid being stretched over a 3D sphere.

Fast Food Farm

Fast Food Farm

Teammates: Seth Allison (producer), Brian Maricle (artist), Mike Bauerlein (artist), Steven Julson (producer)
Tools: iPhone - XCode - Objective C
Project length: 2 weeks (Finished 10/6/09)

Fast Food farm is a turn-based puzzle game where you control Brock Lee, an aspiring farmer who grows fast food products such as Burrito Bushes, Milkshake Cows, and other silly plants. The goal of the game is to finish the order provided in a designated number of turns, managing crop growth and field usage to meet your goal.

FIEA Game Engine

FIEA Game Engine

Written in:C++ with a custom XML scripting language
Project length: 3 months (semester-long project)

Created as a series of semester-long assignments for Programming 2 at FIEA, each programmer created their version of a event-based, data-driven game engine.




Filament Man

Filament Man

Teammates: Alex Howell (producer), Micah Brown (producer), Camden Clutter (programmer)
Tools: Flash CS4 - Actionscript 3.0
Project length: 2 weeks (Finished 9/15/09)

Filament man is a puzzle/platformer where the player controls an avatar that can only move by changing his polarity to be attracted to the nearby positive/negative objects. The goal of each level is to reach the goal, maneuvering around various hazards and barriers.

A level editor was also developed for this game, where the player or designers could create custom levels by dragging/dropping GUI elements onto a grid.

Pong in Assembly

Pong

Tools: 68k ASM
Project length: 3 weeks (Finished 9/29/09)

I wrote this pong game completely in assembly in three weeks for my programming class. Some of the challenges included redrawing the imported .bmp file used in the background while keeping performance high, and including “realistic” pong physics within assembly. The goal of the assignment was to teach students how underlying memory management works so we would have a foundation to learn how to code in C and C++ efficiently

Pulse

Pulse

Project Leads: Aidan Karabaich (project lead), Seth Allison (lead design), Nikki Smith (lead artist), Stephen Cano (lead programmer)
Artists: Alex Cowan, Andrew Olson
Producers/Design: Alex Howell, Nick Pham
Programmers: Logan Kincaid, Camden Clutter
Tools: Unreal Tournament - Unrealscript - Gamebryo - C++ - Lua
Project length: 6 weeks (Finished 2/26/2010)

Pulse was a futuristic sports title created in the Gamebryo Lightspeed engine. I served as the lead programmer on the team, managing a small team of two other programmers.

Miner Hazards

Miner Hazards

Teammates: Max Antione (artist), Alfonso Farfan (artist), Bill Sellinger (producer), Ivan Velez (producer)
Tools: XNA - C#
Project length: 2 weeks (Finished 12/1/09)

Minor hazards is a puzzle platformer in which the player harnesses the destructive abilities of ancient mining equipment as they battle hostile drill-bots threatening to steal all the mine's resources for themselves.