Quake 2: Soul Collector Mod (written in C)
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AI: integrated a framework that allows the player to control any in-game monster.
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Camera: programmed a third-person view that responds to player control and collision.
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HUD/UI: incorporated new inventory and control systems that the player can view at runtime.
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Engine: improved the sound management to account for an unlimited number of sounds.
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Audio/Art: added new user-friendly sounds and art to indicate added game functions.
Halt! Catch Fire! (written in C#)
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AI: designed and coded optimized high-volume A* pathfinding and finite state machines.
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HUD/UI: programmed level intermissions and endgame, all HUD elements, and highscore save system.
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Gameplay: took ownership of the design and implementation of all mechanics.
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Management: coordinated and led a team of seven (7) during a local month-long game jam.
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Documentation: performed a daily scrum to track progress and maintain a focused scope.
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Playtesting: presented the game at local events, and improved the game through playtesters’ feedback.
Doom: Gated Community (Final Doom PWAD)
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AI: utilized AI behavior to procedurally generate unique combat encounters and map traversal.
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Level Design: built a fast-paced map focused on combat tactics and immersive story.
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Gameplay: maximized replay value with balanced combat generation and detailed content exploration.
Quake 4: Black Thunder Stealth Mod (written in C++)
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Gameplay: designed six (6) new stealth mechanics in-line with the fast-paced shooter action of Quake 4.
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HUD/UI: integrated player illumination tracking, spell mana management, and third-person crosshairs.
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Physics: coded projectiles that bind to physics joints and world geometry, and projectiles that regulate ragdoll physics activation/deactivation.
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AI: extended AI behavior to include player-triggered entity spawning, and impaired player-tracking based on visible light sources.