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Team Projects:

Champions Online Another super hero MMO for the PC. I did some UI work, as well as some work with the controls, targeting, and camera.

City Of Villains Maybe you've heard of it. I wrote the Auction House UI and a lot of the client/server code for it as well. I also did a lot of tools programming.

Best Bomberman Ever. A Bomberman clone that I worked on with some friends. The name says it all.

Seikitai Conflict (45.5 MB) This was my second final project at Fullsail. It's a networked fighting game with extremely original gameplay (It uses a limb targeting system where you can choose which limb to attack with as well as where on your opponent's body to attack). I worked on the Terrain Engine, the Animation Engine, and the Gameplay. The game has fairly hefty system requirements (I reccomend a Pentium4 or higher, as well as at least 256 MB of RAM) and it seems to run much better on ATI video cards (both our test machine as well as our dev machines used ATI). The animations are being done in software, which makes them quite a bit slower. We didn't have time to get hardware skinning in, but it may get put in in the future. This game requires DirectX 9.0 or higher.

Soft Wars: The Binary Battles. (43.2 MB) This was my first final project game at Fullsail. It's a Real Time Strategy game that takes place on the inside of a computer. It was written using OpenGL. I worked on the single player AI and the special effects. A ReadMe is not included in the installer, but you can find it here.

Tetris(h) (51 KB) This was the first project I ever worked on with another person. Credit goes out to Corey Rogers for the block rotation and collision. (I did the graphics, sound, and input).

Solo Projects:

SameGnome for Windows (295 KB) I had a distribution of RedHat Linux installed on a computer at one point and it came with a little game I fell in love with called SameGnome. I got in the mood to play it one time (long after uninstalling Linux from that machine), and couldn't find a version for Windows anywhere, but I found the graphics file for it, so I decided to write my own. I finished the game in about 6 hours. It uses DirectX. Click on a ball that is next to more than one other ball of the same color to make it and the others disappear. The more balls you get rid of at once, the more points its worth. Also, clearing the board is worth bonus.

Desert (673 KB) One of the first 3D programs I've written. This isn't so much a game as a neat little demo. Use the arrow keys to move. Run towards the oasis. This was written using OpenGL.

A Space Game (of some sort) (2.32 MB) My first game using the DirectX API. This game requires at least DirectX 8.1. (I'm not sure, but it may work on DirectX 7.0 as well). It is a simple game where you fly a spaceship through hostile forces in an effort to destroy an evil alien race. It was written in about a week.

Pong Classic (40 KB) Ah, good old pong. I know what you're thinking: "Oh wow, pong, the most boring game ever." But before knocking it, give the "Drunk Pong" option a shot. This feature, which was created entirely on accident, became the most entertaining thing in my Windows programming class for quite some time. There are a lot of other cool options in the game too, as well as multiplayer capabilities. (warning: the computer sucks at "Splitpong").

Bad Dog & Alien Wars (145 KB) I wrote this (or these, rather) using a graphics engine I wrote for the console. It isn't a 3D engine, but I was able to draw to the console window at something around 1000-2000 frames per second. I was pretty proud of it until I learned to use real graphics which made it obsolete :(.

Rain (143 KB) This was my first real time game ever. I was a little ahead of my C++ class and was writing this while most people were still trying to get their "Hello World" to compile. A lot of my classmates played the game, and It was my crowning achievement until "Drunk Pong" (see above).