Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
Prior and current job work is typically under NDA and where available is listed on my About page with hyperlinks to those projects. Here are a few personal things I've worked on over the years below - keep in mind, I'm no artist!
Originally created from Quakecon 2020's Alpha Homebrew game jam, this was called BYOC@Home as a 'find the home computer' minigame. It otherwise simulated the feeling of exploring North America's largest LAN during the pandemic in a digital replication. It has since been worked on to replicate LANFest Dallas (LANAllNight) while also volunteering to help run the charity event in-person and higher fidelity PC builds.
A custom LODgroup builder, custom fan shader for different colors, patterns, and styles with a Texture3D lookup for unique textures per screen at maximum performance to help replicate large scale events.
To give that lo-fi feel like you're really there
Only did this in under an day while at the event, but was still a fun experiment to see how it could work
Utilizing voice chat and running around the scene with some fun added
The premise of this was to recreate locations I had worked at in past life as a non-euclidean, procedurally generated experience in both VR and non-VR. This proved to be a huge challenge that I'm still trying to sort through. This first video demonstrates a 'Deferred Swap' of the object palette in runtime.
Shown here are the first person and overhead editor views of the scene for the first building. Basic raycasts are done in a sweeping motion to adjust culling based on visibility, not just frustrum cone. Toward the end of the video you can see me regenerating the building layout.
Everything is custom in my interaction system. VR grabs and throws, doors, ladders, and more. It was a ton of work, and still needs more refinement!
I created a procedural building 'language', with conditionals and escapes primarily processed through Scriptable Objects for ease of testing. A future pass on this would utilize node graphs to help better visualize the flow of building creation. Different instructions iterate over sets of 2D (or even 3D floors) map tiles for the building's layout, working on Hallways and Rooms separately from the Building itself, and using Rules on these instructions to create limits.
Taking in any VR SDK or input system and linking them to actions allows my interaction system to be used on a variety of objects, with optional 'poses' for the player to hold them. Seamless immersion was the goal here.
It was meant to be a new VR version of my old game, "Swat!" - unfortunately I did not find a great way to adapt it to this medium. However, it was a lot of fun and I got involved with instanced rendering and multi-threaded processing (before DOTS!) of tens of thousands of flies.
And they go wherever I want them to in their own groups.
A sequel to my Google Developer Challenge finalist, Stroids using the new HIVE engine I wrote.
A flyswatting game inspired by the Gnat Attack minigame in Mario Paint where you defend your food in a picnic.
Written in C++ using my custom OpenGL engine 'HIVE', this was an editor for multi-limb animated objects.
Google Developer Challenge 2 finalist and one of the first games ever made - inspired by Asteroids and Geometry Wars. This was also the basis for my OpenGL engine HIVE going forward.