Programmer (Silicon Knights)
Aug 2006 - Present

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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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