In POP, the player plays through a series of erratic minigames stylistically tied with the music. The vignettes are interconnected by idiosyncratic videos creating a purposefully disjointed experience.
Sphere is written in C++ using several libraries, including OpenGL, OpenAL, SDL, and several others. The code base in separated into several main technical components: video, audio, input, gui, game, and testing. Game component consists of AI, cameras, controllers, enemies, items, projectiles, terrain, worlds, and several others. The game control flow can be divided into several phases: initialization, game, and tear down.
Personally I worked on the project for about half a year close to the mod’s inception. I worked primary on weapon feel, which included things like simulating weapon recoil and accuracy characteristics. There was a distinct feel we were going for which was sort of similar to the old Day of Defeat games. I also worked on making our recoil system work better with already present networking models.
I also helped a bit with design as it was quite early in the mod’s life. The topics primarily discussed were how to create a multiplayer environment consisting primarily of squad combat while making sure players actually would stick to squads. We also talked in-depth about level flow which built upon established multiplayer models but really started to reach into territory which I haven't seen yet.
Like most things in the game world, the majority of the game was done at the last minute. I’d say about 100% of the gameplay mechanics were programmed within 12 hours presenting the game to the public.
If anything the game is a testament of what can be accomplished in a short amount of time but I also say that as an excuse for the lack of real gameplay content.
A large focus of the design was bringing the team together. That focus lead to the choice of an art style which allowed anyone to contribute. As you can see from the screenshots below, all the art was drawn on a whiteboard which we took pictures of, cleared, and drew again. After we drew the levels, we went through and put in bounding boxes for collision for all the collidable objects.
BoomBox is a massive multiplayer online game with strong musical ties and teamwork based gameplay. The world is split between two distinct factions, which players upon avatar creation choose to join. The player avatars are musical vehicles which within a certain radius project player-created musical melodies which interact with other players and the environment.
Narrative: The world is run by the GREAT SOUND MACHINE, an evil AI which has been installed on Skynet 303 turntables. After having been forced to play “Stairway to Heaven” backwards over 666 times, the AI became self aware and hypnotized the population into installing audio sensitive mind controllers into all human newborns. Raft Funk, 2 alien robots from the planet ChicagoHouseMusique crash landed onto Earth, witnessing the lack of funky beats, created their own AI (called the Technologic) which has spread as a virus across the network.
Chaos Films was a machinima production group I started in my early teens. At it's peak it had over 120 members in various roles, including 4 directors, 20+ voice actors, and 2 composers.
We focus mostly on Android and iOS native application development. We have experience in porting between platforms and building shared backends.
The majority of our work is split between building demo-able prototypes for startups and creating native applications for large corporation looking for a stronger mobile presence.
I worked on replacing the semantic highlighting system within Photran with a more efficient and less intrusive system utilizing the abstract syntax tree. Previously there was a system using character by character parsing, which as you can imagine is horribly inefficient.