Welcome to my page of work. Download my resume in Microsoft Word .doc format or in Adobe .pdf format. Below is a short desciption of the games I have worked on as well as some images from the games Click on the images to enlarge them.    
         
         
         
   

Brothers In Arms:Hell's Highway

Brothers In Arms: Hell's Highway is my current project. It is the next-gen continuation of the Brothers In Arms franchise. At the moment I am focusing on the development of some of our core AI systems from the ground up. Brothers In Arms:Hell's Highway is going to have several new gameplay features to keep the Brothers In Arms series fresh and exciting to play!
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Brothers In Arms:Earned In Blood

For Brothers In Arms:Earned In Blood my primary responsibilities included AI and gameplay programming. Brothers In Arms:Earned In Blood takes the original scenario of the first game, but takes it from the view point of a different character. A lot has been added to the game including Co-Op mode, enhanced AI, and an entirely new story line. It is a great improvement upon the work of the original game.
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Brothers In Arms:Road To Hill 30

I was hired on as a contractor at Gearbox Software to be a Programmer on their first original IP Brothers In Arms:Road To Hill 30. You play as a sergeant in the 101st Airborne division who has just parachuted behind enemy lines the night before the D-Day invasions. What makes this game so great is the fact that it is based on a true story. The authenticity and overall care that has gone into the creation of the game is a great tribute to the men that fought in the war.
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Nicodemus

(Release December 2004)
Nicodemus is a third-person action RPG in which you play as a young wizard whose powers have been stripped from him by his arch nemesis. You must recover his stolen powers and defeat all foes that get in his path. Nicodemus was built using the Torque Engine.

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Dybbuk

(Finished June 2004)
Dybbuk is an action first person shooter game based on which the main character is a ghost who must use his ability to possess other characters to advance through the game. It was a total conversion of Ritual's SiN engine. Download the Design Document.

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Requirements: This game was developed in six months time and the graphics engine was completely overhauled to add vertex and pixel shader support. Unfortunately there was no time to code in paths for both Nvidia and ATI graphics cards. Therefore you in order for this game to run, you must run it on an ATI Radeon 8500 or above.


   
         
         
         
   

Cazzata Guerra

(Finished December 2003)
Cazzata Guerra is a multiplayer modification to Id Software's Quake 3. I worked on a team to develope this game which included another programmer, one level designer and two artists. The point of the game is you join one of two feuding alien mafias attempting to assassinate the other mafia's don. Download the Design Document.

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Requirements to play: Since Cazzata Guerra is a Quake 3 mod, you must have Quake 3 installed in order to play it.


   
         
         
         
   

Smellda:The Adventure of Stink

(Finished September 2003)
Smellda was my first game at The Guildhall. You play as the slightly disgruntled monkey, Stink, trapped in a zoo trying to save his princes Smellda (notice any satire?). It had a small cult following at the school and continues to make people laugh with its unique gameplay elements.

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Requirements to play: Windows 9.x or greater.


   
         
         
         
   

Medicine Man

(Finished February 2003)
Medicine Man is the first game I ever wrote. It is a Dr. Mario knock off, but I am still very proud of it because it was my initial leap into this crazy world!

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Requirements to play: Windows 9.x or greater.


   
         
         
         
   

Hearts

(Finished October 2003)
This is your standard game of Hearts!

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Requirements to play: Windows 9.x or greater.


   
         
         
         
   

Lunar Lander

(Finished December 2003)
Control the fuel flow into your rocket and see if you can get it to start falling back to land after it has reached a height of 200 units, but before it hits the ceiling.

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Requirements to play: Windows 9.x or greater.


   
         
         
         
    This next section is full of projects that I have worked on and aren't necessarily games. The downloads are zip files containing the executables and source.    
         
         
         
   

Cloth Simulation

(Finished June 2004)
This is a Cloth Simulation in real time. The cloth is set up as a series of particles connected by springs. There are three different spring types connecting the particles, structural springs, shear springs, and bend springs.

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Landscape/Level of Detail and A-Star Algorithm

This is a multi-purpose program. It loads a landscape and dynamically generates level of detail based on the camera's position. It also demonstrates the A-Star algorithm.

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Particle System/Collision Detection

This program loads up a small room with a particle emitting urn. The user can change the particle effect as well as turn it off by walking over triggers on the floor.

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Scene Graph

This is a scene graph I implemented based on the visitor pattern and from a schematic used by Ritual Entertainment for their UberEngine. The scene graph only renders what is in the view frustum.

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Model Loader

This is a model loader with support for animations for 3D Studio Max files. The files are .NAC files and are generated using the exporter I also wrote.

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Hermite Splines

This program generates hermite splines based on given points. An object is then set in motion and follows the path of the splines.

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2D Vector Collision

This program demonstrates 2D vector collision where 5 balls collide and react as would be expected.

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Bouncing Ball

This program demonstrates a bouncy ball being effected by gravity and friction.

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