Game Development Projects
These are some games I've written for fun. If you play any of these games and like them, email me!
Moon Wars
Multiplayer 3rd person shooter / strategy hybrid. Interesting gameplay.
I built the game engine from scratch in C++ with directX and winsock for networking.
More information, binaries, and source code available here.
Blobby Waters
Entry for Second Wolverine Soft 48 Hour Development Contest
Won 1st place!
Uses fluid simulation from my Real Time Fluid Dynamics in Games directed study.
More information, binaries, and source code available here.
Heart Attack
3 Week Arcade project for EECS 494: Computer Game Design and Implementation
Simple yet addictive gameplay. Supports 1-4 players locally.
Uses fluid simulation from my Real Time Fluid Dynamics in Games directed study.
More information, binaries, and source code available here.
3D Space Pool
Final Project for EECS 487: Computer Graphics
Uses ODE for rigid body dynamics.
Rendering done with openGL.
More information, binaries, and source code available here.
Marble Bandits
Entry in Wolverine Soft 48-Hour Game Development Contest Extravaganza
Won Best Visuals and Best Gameplay.
Uses ODE for rigid body dynamics.
Rendering done with openGL.
More information, binaries, and source code available here.
C#/.NET Managed DirectX Framework - "Euphoria Engine"
Solo project: A flexible and powerful framework for developing 2D games in C# with Managed DirectX.
Originally intended for Mage Rage.
Integrated Level Editor, focus on data-driven game engine.
More information and selected source code available here.
ISO [Turn Based Superhero Game]
Solo Programming Project during summer after high school graduation.
Written in C++ with DirectX. Game engine modeled after design patterns found in Game Architecture and Design
Focus on small battles with super powers and abilities.
Art used provided by other hobbyists and clip art.
Final Build and Source is available here.
WSoft Bomberman
2D Bomberman clone developed as tutorial game for inexperienced developers in Wolverine Soft.
I served as Project Leader and lead programmer. Gave tutorials and small workshops discussing engine design.
Bomberman Model by Matt Gilgenbach.
Descriptions of engine design and source code samples available here.
Post Mortem is available here.
Final Build and Source is available here.