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GAME PROTOTYPES

LEGO STAR WARS SHIPS

Ongoing project to create a twitch-mobile ship fighting game, using Lego Mini Ships.   Started a personal project (and largely still is), it was pitched and was at one point considered for production, but changes in our structure took it out of the pipeline.

52 separate ships, all built from real Lego Products.  400 separate bricks with 4 lods each, created by hand in Blender.   All mesh data is stored as serialized data.   Models are built as need and most are single mesh.  Custom shaders allow for the bricks to colored in the vertex data.  Highly efficient for mobile devices despite the hight poly count.

A bit of passion project, I continue to work on whenever time allows.

THE CLOCKWORK SQUIRREL

Ongoing project to create a twitch-mobile ship fighting game, using Lego Mini Ships.   Started a personal project (and largely still is), it was pitched and was at one point considered for production, but changes in our structure took it out of the pipeline.

52 separate ships, all built from real Lego Products.  400 separate bricks with 4 lods each, created by hand in Blender.   All mesh data is stored as serialized data.   Models are built as need and most are single mesh.  Custom shaders allow for the bricks to colored in the vertex data.  Highly efficient for mobile devices despite the hight poly count.

A bit of passion project, I continue to work on whenever time allows.

SLANT – MATCH 3

SWC – TOWER DEFENSE

Match 3, social mobile game.  Farming, battles, collection and puzzle games.   This was an experiment in rapid/iterative prototyping.  Myself, 2 Producers and 1 Game Designer.  Built over the course of a month, and iterating while planning.

I did all the engineering, logic, UI/UX, animation and much of the art.  The characters were based on some concept work from a previous game, and some of the other elements were pulled from prior games.  Built in Unity.  The UI was created prior to the release of the Unity UI, it was all done with sprites.  All animation done directly in the editor.

Built for a Hack-A-Thon, using the existing assets and animations, I created a full Tower Defence version of the game.   All the settings were surfaced in quickly editable inspector interfaces for the designer to tweak and balance the game.

Created in two weeks, all the code was done from scratch, not using our existing codebase.  I created a pathing tool for easily creating multiple paths.  Minimal UI at this stage, but ended being a lot of fun building so quickly

SLANT – MATCH 3

Match 3, social mobile game.  Farming, battles, collection and puzzle games.   This was an experiment in rapid/iterative prototyping.  Myself, 2 Producers and 1 Game Designer.  Built over the course of a month, and iterating while planning.

I did all the engineering, logic, UI/UX, animation and much of the art.  The characters were based on some concept work from a previous game, and some of the other elements were pulled from prior games.  Built in Unity.  The UI was created prior to the release of the Unity UI, it was all done with sprites.  All animation done directly in the editor.

SWC – TOWER DEFENSE

Built for a Hack-A-Thon, using the existing assets and animations, I created a full Tower Defence version of the game.   All the settings were surfaced in quickly editable inspector interfaces for the designer to tweak and balance the game.

Created in two weeks, all the code was done from scratch, not using our existing codebase.  I created a pathing tool for easily creating multiple paths.  Minimal UI at this stage, but ended being a lot of fun building so quickly

BALL SHOOTER

MINI GOLF

A relatively quick prototype for a Zuma style ball shooter game.  Using nodes and procedurally generated geo for the paths.   Allows for quick creations of levels just storing the node locations.   No physics other than simple collisions, movement is all calculated.

A prototype for A Small World based Mini Golf game.  Procedurally generated paths, and cinematic camera movement. Not a complete game loop, focused on camera movement and interaction.  I did all artwork and engineering.

BALL SHOOTER

A relatively quick prototype for a Zuma style ball shooter game.  Using nodes and procedurally generated geo for the paths.   Allows for quick creations of levels just storing the node locations.   No physics other than simple collisions, movement is all calculated.

MINI GOLF

A prototype for A Small World based Mini Golf game.  Procedurally generated paths, and cinematic camera movement. Not a complete game loop, focused on camera movement and interaction.  I did all artwork and engineering.