Phosphor Games
I contracted as a Game Programmer at Phosphor and worked on UI for a mobile MOBA game called WARP. I picked up Unreal Engine 3 from scratch and used C++, Unrealscript and Objective-C to develop for mobile.
Visionary VR
I was half the development team on the original VR storytelling system prototype. I worked with the core team to develop how the system would work from a user's perspective and wrote Unity scripts and editor tools in C#. Part of my work included writing the systems for setting up camera shots and serializing data to save changes made at runtime.
Robomodo
I was brought into Robomodo as a designer meant to make levels and interface with Unity and left as a gameplay programmer. For one unannounced mobile title, I designed more than 70 levels and helped develop gameplay features. On a second game I worked as a gameplay programmer and prototyped small games to get them feeling as good as possible.
Wowzers
This was my first job. I did QA as an internship for this educational company and learned about game development, the development cycle and practiced addition and subtraction a few too many times. While I was there, I broke company records for finding and reporting bugs and often offered design input that ended up in the game.
School Projects & Jams
PSHNGGG
A swordfight on rails, PSHNGGG is a game about impact. Two pendulums move and twirl and fight along differently shaped tracks, trying to push each other off the edges. This game was made on the 2015 Train Jam alongside Whitaker Trebella, Eric Huang and Mint. I worked on player movement, frame pausing, implementing VFX in-game and the dynamic camera. You can get the game jam version here.
Pop N' Pals
A multiplayer sandbox game where up to 20 players can explore, play and interact together. Pop N' Pals was made over the course of 10 weeks wherein I did all the network code, designed and fully arted the characters and led the project's production and design. The game was chosen to show in the Jackson Junge Art Gallery in Chicago as part of Northwestern's Interplay Chicago game conference.
Wormball
A local multiplayer worm-wrestling game of keep away for 2 to 8 players. Initially made for Fantastic Arcade's Barfcade Game Jam as an experiment in game feel, runtime mesh generation and 2D physics. Jake Garcia made the rad music and I made everything else. Wormball was featured at Itty Bitty Bash in Chicago.
Fall Awake
Fall Awake is a surreal dream sequence designed for Oculus Rift. In the game players explore a series of short, visually stunning vignettes within a Moebius inspired universe. Our focus was on creating a surreal world and evoking feelings of vanity, freedom and a dreamlike sense of serenity. Fall Awake was selected by DePaul to represent the game development program at IndyPopCon in Indianapolis, Indiana. I was the lead programmer and designer on this project and also did a lot of the art.
World Eater
World Eater is a first-person platformer set in a colorful geometric world. In the game, you leap from shape to shape avoiding a monstrous worm who's eating the world around you. This is the second virtual reality game made in an experimental technology class at DePaul. It was designed to be a VR playground for adults and to meet the following six design pillars:
Players Leave an Impact
Focal Point
Everything Can Have Purpose
Dynamic System
Sense of Discovery
No Established Goals
I was the lead programmer and designer on this project and worked with another artist and several designers to develop a consistent art style and pipeline.