Personal Work, Programming

Augmented Reality

[2017] - Augmented Reality.png

Over the 2 week Christmas break at the end of 2017 I set myself a challenge to create an augmented reality game which would incorporate multiplayer functionality for the Android mobile device.

In order to achieve my goal, I took it upon myself to learn, at the time, Unity’s new integration with Vuforia* alongside a third-party networking plugin called Photon Unity Network (PUN)**. As this was a one man project, I wasn’t able to implement all my intended functionality for an immersive gameplay experience but I did manage to achieve the goal I set out to complete.

I would say in hindsight it was an interesting experience. A few challenges presented themselves but of course I was able to overcome these by doing my research and being persistent. Most of the issues arose when setting up the intended software/plugins but once these issues were resolved implementation of the utilities was pretty straight forward.

 

*Vuforia allows a developer to create a Augmented Reality application by projecting a virtual model onto a live images or a simple 3D object using image detection algorithms.

**Photon Unity Network (PUN) is a multiplayer engine with a networking plugin for Unity which allows developers to create an application which includes the capabilities of cross-platform real-time gameplay.

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EmergeWorlds, Game Development, Programming

Dance Collider

[2017] - Dance Collider

Mid 2017, following Cupid’s Bow, I worked with EmergeWorlds on a second video game prototype called Dance Collider.

Dance Collider is a reactive rhythmic dance game within the virtual reality environment. The player would dance while hitting nodes which were created to match the beat of the music. What made this game an interesting experience was the ability to allow the user to select which songs they want to dance to and generate a new gameplay experience for each song.

Compared to our previous project, Dance Collider produced more challengers during production with the addition of music and beat reaction. Although these challengers seemed tough when first encountered with our team collaboration and brainstorming we were overcome any obstacles in our way.

It was a unique experience in which I was lucky enough to gain amounts of knowledge mixing the VR world and music to create what the industry calls a “Reactive” game. A game which differs on the gameplay experience depending on the music chosen by the player.

 

Below you can watch some of the teaser video for the upcoming game Dance Collider on the EmergeWorlds youtube channel.

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EmergeWorlds, Game Development, Programming

Cupid’s Bow

[2017] - Cupid's Bow

At the beginning of May 2017 I was given the opportunity to work alongside the great people at EmergeWorlds to create Cupid’s Bow, a video game prototype for the HTC Vive.

Cupid’s Bow allows the player to assume the role of the Roman God Cupid as he is placed upon a cloud looking over a city below. The objective is to shoot the floating hearts as they ascend upwards towards the sky. Three different game modes were implemented during development which all consist of their own unique twists and challenges.

The technologies we utilised during the production for the Cupid’s Bow prototype included the game engine Unity and the HTC Vive virtual reality headset. As it was my first experience working on a game within the VR world, I learnt a lot while enjoying the new and exciting experience that only can be achieved within the virtual reality world.

 

Below you can watch some of the gameplay footage of Cupids Bow on the EmergeWorlds’ Youtube channel.

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Programming, Team Stallion

Horsing Around

2016-horsingaround2

Mid 2016, Team Stallion participated in the Gold Coast Game Jam hosted by AJ Abotomey at the Griffith University Campus on the Gold Coast. This challenge required us to create a game based around a single keyword; Puns. After much discussion, we settled on the idea to create Horsing Around, playing off the concept of own team name Team Stallion.

Horsing Around is a simple 2-4 player local multiplayer game in which players compete to see who is the High Horse. The objective is to mount the rooster and fellow horses to see who can get the highest before time runs out. Players take turns in climbing the stack while swinging their horses from their limbs as they make their way up to the top of tower of horses.

Overall it was a fun experience. Our approach to this game was different from our previous work in many ways, but our main focus was to create a game around a single mechanic, then build from there. Creating the game this way lead to positive feedback and allowed Team Stallion to leave the competition having won the People’s Choice Award.

Horsing Around can be downloaded from IndieDB for both Windows and Mac. An Xbox controller and at least one friend is recommended to play this game.

 

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

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Game Development, Programming, Team Stallion

Boston in a Bottle

2016-boston-in-a-bottle

At the beginning of 2016, Team Stallion participated in the Global Game Jam hosted by AJ Abotomey at the Gold Coast TAFE Campus. For this particular challenge we had a single keyword to base our game around; Ritual. With this keyword in mind, we came up with the idea to create Boston in a Bottle.

Boston in a Bottle follows the routine of a person through their everyday life from eating breakfast to going to work to returning home to going to bed. Following this ‘ritual’ puts the player in a endless cycle of repetitious mundane daily tasks. The objective is to simply break the sequence of events by doing something different. Which is turn, allows the player to experience something new and unexpected.

Although Team Stallion didn’t win an award for this game we did have fun and learnt a lot during the 48 hours creating this game. Boston in a Bottle is available for download from IndieDB for both Mac and Windows.

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

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Programming, Team Stallion

Star Suckers

2015-star-suckers

Team Stallion once again entered the “48 Hour Game Challenge” during 2015 to create the game Star Suckers. Utilising Unity’s 2D framework we were able to create a four player arena game. Of course, the challenge of the competition is to make a game based around 3 keywords. This year the keywords were; Swallow, Thief and Collapse.

In the four corners of the screen each player must maintain and prevent the collapse of their planetary system. In order to do this the player controls a starship which must harvest Hydrogen and Helium from the stars of neighbouring planetary systems. As more elements are taken from the stars; the smaller the orbit of the surrounding planets which eventually cause collapse of the star into a black hole, swallowing the planets.

Although this year Team Stallion didn’t quite take home the cup. We did have an amazing time during the creation of Star Suckers.

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

Michael Thompson (Portfolio TBA)

Tristan Edwards (Portfolio TBA)

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Programming, Team Stallion

The Guardian

[2014] - The Guardian

The Guardian was created during the 2014 “48 Hour Game Challenge” where we had to create a game using three keywords which were given to us at the beginning of the 48 hours. The keywords for this year were; Sacrifice, Guard and Wave.

The game itself is set on a distant world were the planet’s core is dying. The only way to save this world is to SACRIFICE the last flame into the centre of the planet. You play as a Rhinosaurus Bug creatures who’s main purpose is to GUARD and protect this flame while travelling through the planets outer layers in order to reach the centre. In order to defend himself from the dangers that lay beneath him, he has taught himself to use a psychic WAVE which not only stuns enemies but can also, if strong enough, clear a path to travel.

In order to create this game we had to teach ourselves Unity’s new 2Dframework which was quite a fun and interesting experience. As well as teaching myself Unity2D, I was put in charge of creating a 4×4 grid of rooms for the player to explore as well as a randomised path through the rooms which allows the player to move around the level freely from the entrance to the exit without breaking any of the blocks. I also worked on a few other things such as; The player’s vitals and a few of the visual effects.

Additional Credits:

Nathan Jensen (Portfolio TBA)

Tylah Heil (Portfolio)

Benjamin James (Portfolio)

Tay Wilson (Portfolio TBA)

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Personal Work, Programming, Team Stallion

Mage Rage

[2013] - MageRage

In the final year of University, the year was split into small groups where we each had to make a video game. I worked alongside three others to create our final game for our degree, Mage Rage.

Mage Rage is a First Person Puzzle Platformer set in a world of magic and mystery, where not even the fourth wall can protect you from the alcohol infused shenanigans of the College of Sandy-Crack and its intoxicated inhabitants.

For the duration of the game I worked mainly on the programming side. Although we were each given the opportunity to design and create our own levels for the game. This lead me to create my own models and artwork for the game as well.

Gameplay Trailer and Screenshots for the game can be found on the Team Stallion Facebook Page.

Also the game is available to download from IndieDB or GameJolt for Windows, Mac and Linux.

 

Additional Credits:

Ashleigh Barrett (Portfolio Link TBA)

Nathan Jensen (Portfolio Link TBA)

Tylah Heil (Portfolio Link)

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Personal Work, Programming

Volcano Escape

[2012] - VolcanoEscape

Volcano Escape was a semester project during my second year at Griffith University. The game is created from the source code of a basic Super Mario Bros clone which was supplied from the University.

To get the game to this stage it consisted of altering and adding to the source code we were given. I added certain features which allowed the player to climb ladders and cables hanging from the ceiling.

The player takes control of a simple henchman who is trying to escape a collapsing volcanic lair. The game itself is a pretty simple side scroller which requires the player to reach the top of the level.

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Programming

Dash of Destruction

[2010] - DashOfDistruction

Dash of Destruction was a simple flash game created over the period of 10 weeks. We all had equal input to the overall look and style of the game but  when it came to the code, I was the only programmer on the team. My job was to ensure the game was up to a certain standard while fixing any bugs and/or errors when we decided to add new content to the game.

The player takes on the role of a simple individual who is having a relaxing day at the beach. All of a sudden, out of nowhere, a giant tsunami forms offshore. They must then run away from the giant tsunami chasing him along the beach and various locations as the player dodges obstacles such as sandcastles, puddles and manholes.

Additional Credits:

Mitchell Geyer, Max Tobin and Sumit Mehta.

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