Eira: Echoes of Adventure
This is Eira: Echoes of Adventure, a casual adventure game for players with an interest in exploration and discovery throughout their journey in a sandbox abundant with treasures and secrets.
This project is the senior capstone of our team No Scope Studios with 16 developers and 4500+ hours between us. I was the Lead Programmer as well as contributor to systems and gameplay such as the vacuum gun, and our repair system.
The game features a deformable mesh terrain that lets the player traverse and explore the level however they wish with almost no boundaries. Use snow to climb the walls of a cavern, melt ice to unveil hidden treasures, and collect piles and piles of gold!
To learn more about the developers and the progress of the game from start to finish, check out our twitter here.
To play it, go check it out on Steam where it is free to play!
Our Steam page can be found here.
Descent of Champions
This is Descent of Champions.
The game was developed for the Ubisoft Game Lab Competition in Montreal. Our team from Champlain College VT, Montreal Campus spent 10 weeks developing this prototype to fulfill the mandate "Spectacle". This meant it had to be themed after a spectacle and also include an audience interaction component, where spectators could influence a major game mechanic.
Our team created a custom website that was integrated with a Twitch stream that allowed users on the website to interact directly with the game by spawning in enemies, chatting and cheering, and enabling special events.
- Best Creativity and Integration of the Theme
- Best Prototype
- Best Art Direction and Production
- Best Technical Achievement
- Best Quality of the "3Cs"
- Audience Award
Finalist in 2020 Intel DevMesh Games Showcase
2000+ man hours spent between team members in 10 weeks
Rubber Rapids is a multiplayer racing party game where you sit on Wii-Fit boards to control your character. During this project I was the Lead Programmer and handled movement, Wii-Fit integration, core race mechanics, and most other systems.
This physics demo was created for a dedicated game physics class.
The simulation is made in Unity but uses all custom physics created by contributors Scott Aquino and Mark Botaish.
The demo features force to torque conversion on targets when shot with a custom raycast, as well as several force generators in the world that affect player movement and collision.
Disclaimer: The art and sounds do not belong to the creators of this demo, they are merely used for visual and audio flair. This demo is for educational purposes only.
*Also the faces on the targets are our professors, all in good fun.
Rust II AI
This AI demo was created as a final project for my AI in Games course. Bots use physics prediction to shoot lobbed projectiles at the player and each other to try to score points by hitting their targets. They factor their own velocity, the force used to throw the object, the positions of themselves and the target, as well as the angles at which the object would be thrown.
The bots also feature whisker raycasts to do obstacle avoidance. They will not shoot at a target that is not visible from their location and will walk around obstacles to better see their preferred target. When the target is valid, they will chase it, but otherwise wander the map to various known hotspots of player activity.
To balance their difficulty, the preference of lobbed projectiles was chosen as even with perfect calculations, at a farther range the player has time to react. There are still some random factors calculated into their calculations such as randomized reaction times for bots working to both prevent them from being too perfect, and simultaneously make them less predictable.
This is a demo of Pac-Man recreated from scratch in C++ using the SDL graphics library. Features include rudimentary AI for the Ghosts, real time collision detection and data driven systems.