Programmer (Drinkbox Studios Inc.)
May 2012 - Present

Ported "Guacamelee!" to Windows (Steam and DRM-Free) focusing on PC specific input, GUI, and bugs. Developed a mobile social platform for Activision and Vicarious Visions to be used across all mobile platforms. Currently embedded in Skylanders Lost Island and Skylanders Cloud Patrol

View Website

View Guacamelee! on Steam
Technical Director (Eden Industries Inc.)
July 2011 - Oct. 2013

Developed a 2D RPG entitled "Citizens of Earth" with the expected release date of late 2014. Shipped the action puzzle game called Waveform in March 2012

View Website

View Waveform on Steam
Contract Programmer (Huge Monster Inc.)
Feb. 2012 - May 2012

Developed an action game titled E.L.E. Missile Defense for iOS



Contract Programmer (Emotional Robots Inc.)
Nov. 2011 - Jan. 2012

Hired to quickly improve Gameplay and A.I. for the UnrealEngine3 powered iOS game Warm Gun (v1.05). Shipped one title (Warm Gun v1.05, January 2012) and a demo (Carnival of Bullets v1.01, January 2012)

View in iTunes

Senior Programmer (Bedlam Games)
Sept. 2010 - July 2011

Lead A.I. programmer on Gamma World: Alpha Mutation and a currently unannounced project. Further information will be posted at a later date once there has been an official press release.

View Website

Gamma World: Alpha Mutation
Announced (no release date)

Designed and implmented the A.I. for Gamma World. Extended the Unreal Engine 3 weapon system to allow for multiple weapons to be equipped at one time.

View Website

Dungeons and Dragons: Daggerdale
May 25, 2011 (Release Date)

Developed Gameplay/A.I. for Daggerdale. Performed optimizations in the latter stages of development.

View Website

Show/Hide Results
Programmer (Silicon Knights)
Aug 2006 - Aug 2010

Gameplay/A.I. programmer on a current-gen AAA titles for Silicon Knights. Further information will be posted at a later date once there has been an official press release on our up and coming titles.

View Website

Show/Hide Results
Too Human
Aug 19, 2008 (Release Date)

Assisted in developing the engine that runs Too Human. Was responsible for bug fixes and performance improvements for a total of five months during multiple phases of the project. Too Human is available for the XBox360.

View Website

Show/Hide Results
Football Pool
Aug 2007

Created a Football Pool website to automate calculating everyones weekly and total scores when new results are added to the database. It requires very little attention on my part. It was written using PHP, HTML, JavaScript with an SQL database.

View Website

Show/Hide Features
HuckCity Engine
Apr 2006 - Present

Started developing a game engine in my spare time. The main purpose of this project was to research fields that I don't come across in my day to day carerr. I have no intention of ever releasing this publicly. Most of the work i've done on this project has been the back-end code base, which is not very easy to demonstrate.

Screenshots

Show/Hide Details
Particle System
Jan 2007

Developed this particle system over the course of a year by working on it in small chunks. It currently simulates Fire, Smoke, Water, Rain, and an Explosion. This project was an experiment with subsystems of games. The current number of particles in the system is constant at 1000. The system is completely implemented in code using a fixed-function pipeline.

Download Demo

Screenshots

Show/Hide Controls
Computer Graphics Course
Sep 2005 - Dec 2005

Completed a number of assignments and a project in this fourth year Waterloo graphics course. All assignments were written using C++ and OpenGL. The Raytracer and Hierarchical Modeller also use Lua scripts to import scenes and models.

Download Demo

Screenshots

Show/Hide Details
VoIP System
Jan 2005 - Apr 2006

This was a project for the Software Design and Implementation course series at Waterloo. My team, consisting of four individuals, was responsible for designing, implementing and testing a fully functional, multi-threaded VoIP phone system.

Show/Hide Details
Sphere in Box Demo
Jun 2005

This was my first attempt at creating anything using OpenGL. This idea came to me almost immediately when I was thinking of what to do for my first project. This turned out to be more difficult than I first expected. 3D collision detection involving rotating objects is one tricky business! I wrote this with a C++ backend.

Download Demo

Screenshots

Show/Hide Features
Metroid Clone
Oct 2004

This was my first attempt at writing a 2D game engine. I wrote this using Simple DirectMedia Layer (SDL) and C++ (.net). This engine is not complete and many aspects are still unimplemented. This engine is currently being rewritten (see below).
Updated March 5, 2006: Fixed some glaring bugs.

Download Demo

Screenshots

Show/Hide Features
New Metroid Clone
Dec 2004

This was my second attempt at creating a 2D game engine. This engine is still in progress and is not nearly complete. I decided to re-write my first engine using a Tile-based system. I wrote this with SDL and C++ as well. The basic level editor is the only thing that is currently useable. The other sections of this game are partially implemented but not yet playable.

Download Demo

Screenshots

Show/Hide Features

 

All Nintendo characters and music are copyrighted © 1997-2005 . These are for my own education and not to be sold.