This page shows an ultra-brief summary of the game-related projects to which I have contributed.
Click on the images for more information or to see full-size versions.
Current Works in Progress
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Beltzhian Marauders
Genre: Action/adventure with role-playing elements
Status: On hold...temporarily.
The story of the courageous struggle of an utterly ordinary man with an extraordinary problem -- his newly-joined workplace has been taken over by marauding alien pirates!
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Team Laser Combat
Genre: Strategy
Status: In production (See the project blog at tlcdev.blogspot.com.)
TLC just may define a whole new sub-genre of turn-based tactical strategy. Stay tuned!
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MHFramework
Genre: Game engine
Status: Version 2.03 is now live
MHFramework is both the skeleton and the muscle in my current and future projects. Version 1 served me well, but also
revealed its shortcomings. Version 2.00 was mostly just a streamlining effort and was immediately easier, faster, and more
flexible than its predecessors. Version 2.01 added some significant improvements, such as networking, runtime metrics, and
greater support for different game genres, while also fixing some bugs and cutting down on redundancy.
Future versions are sure to continue this trend of becoming easier and more powerful. The real proof, however, will
be in the next great games to come from this humble little web site.
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CTG
Genre: Action
Status: On hold. (Awaiting the reunion of the original design team, actually.)
The demolition derby of the future! Players select a futuristic hovercraft armed with laser cannons and missile launchers and enter it into elimination tournaments to win the money they need to upgrade the craft for the next round.
The original CTG (1998) was written in C++ and actually reached a state of basic playability when the project was abandoned.
CTG 2 (2002) was written in Java and included several significant improvements, such as an improved interface, superior tech designs, more reliable builds, a much wider variety of playable vehicles, and a vehicle test facility to test drive your chosen vehicle before committing to it.
The third version is now under consideration with the valuable lessons learned from the first two attempts. Most likely, the next version will
also have a whole new title.
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Recent History
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Ancient History
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Game Utilities
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LIME
My Layered Isometric Map Editor written to help create isometric worlds for games made with my MHFramework game engine.
Technology used: Java |
Sprite Tester 2
The second (and significantly improved) version of my sprite animation viewing tool.
Technology used: Java |
Name Generator
A quick little utility made to the specifications provided by an ex-girlfriend who was having trouble
naming characters for a comic book she was writing.
Technology used: Java (Swing)
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Games To Which I've Contributed
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A Moment of Silence
Capstone project in the Computer Game Design program at Sanford-Brown College.
Technology used: Torque Game Engine |
EWW! Enormous World War
An overly ambitious turn-based strategy game by Ralph Normington.
Technology used: Java |
Mu An UnoTM-like card game created as a group project in which I participated to get a brief introduction to Flash and ActionScript.
Technology used: Flash |
3D Models
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Battle Axe
A weapon for the forest monsters in A Moment of Silence.
Technology used: 3ds Max, Photoshop
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Forest Monster
A low-poly enemy character from A Moment of Silence.
Technology used: 3ds Max, Character Studio, Photoshop
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Space Station Omniproteus
Exterior view of the setting of Beltzhian Marauders.
Technology used: 3ds Max, Photoshop, ImageReady
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Electric Drill
A simple example to introduce 3D modeling to a virtual world design class.
Technology used: 3ds Max, Photoshop
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Fishing Boat
The fishing boat hazard from CornShark.
Technology used: 3ds Max, Photoshop
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Unnamed Civilian Spaceship
A prop for the main hangar scene in Beltzhian Marauders.
Technology used: 3ds Max, Photoshop
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Executive Office Chair
Another 3D-to-isometric scenery object for Beltzhian Marauders. You can actually see it
in its intended context in the LIME screenshot above.
Technology used: 3ds Max
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My Alvarez Bass
A virtual reproduction of my beloved Alvarez bass guitar.
Technology used: 3ds Max, Photoshop
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Statue of Michelle
A 3D model of my lovely wife, with the appearance of being sculpted from stone
so I can use it as a statue prop in Beltzhian Marauders.
Technology used: 3ds Max, Photoshop
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Desktop of Destiny
A sacred relic from a short, one-level class project.
Technology used: 3ds Max, Photoshop
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3D Animations
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Forest Monster Walking
A basic walk cycle for the forest monster.
Technology used: 3ds Max, Character Studio
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Forest Monster Attacking
The forest monster doing an uppercut swipe with his strong right hand.
Technology used: 3ds Max, Character Studio
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