Downloads

The following downloads are executables and sample code for my old school projects. However, I cannot give sample code or free downloads for the professional projects I have worked on.

Download: BattleMist.exe & SampleCode
Download: DisneySiege.exe & SampleCode
Download: Asteroids.exe & SampleCode
Download: A* PathPlanner.exe & SampleCode



Wolfenstein RPG

Wolfenstein RPG In this follow-up to Doom RPG, id Mobile has created a turn-based shooter that combines the best aspects of both the old and new Wolfenstein games. Besides classic weapons like machine guns and flamethrowers, you can also dispatch of Nazis in new ways that add a dash of humor to the action. Wolfenstein RPG is published by EA Mobile.

This is the project I am currently working on with id Mobile. At this point I can't really say much about the project other than the paragraph above that has been officially released. I am a designer on this project again. I built the first level, forth level, and came up with the mixing station concept from the start. I also laid out overall story progression for the game along with weapon and monster progression charts for the team to follow. I became more of a technical designer over the course of this project. Our other two designers had great ideas for the game, but weren't very good at implementing those ideas. So most of what I did after finishing my two levels was to follow up in all the other levels and make things work with the rest of the game. I also worked closely with the programmers to make maps run more efficiently and fix design bugs.



Orcs & Elves DS

Orcs & Elves DS Orcs & Elves is a deep fantasy RPG from id Software and Fountainhead Entertainment, which has been enhanced from the award-winning original to take full advantage of the Nintendo DS. The game features a new 3D engine, full 3D sound, more levels, new monsters, and much more. Players can utilize the DS touch screen to cast spells, move and attack enemies, make use of magic potions, enchanted rings, and armor, and bargain for goods as they explore a massive Dwarven kingdom riddled with ancient treasures and fierce enemies.

This was a long hard project. It was the first DS game any of the team had ever worked on, so we all made a lot of mistakes, and then had to spend the time to correct those mistakes. Our designers weren't working out, so at the beginning of this project we didn't have any level / game designers. I was perfectly happy being a programmer, but when my boss asked if I wanted to give level design a try I said yes. That's how I ended up being the lead level designer on this project. Out of the three new levels added to the DS game, I built and designed the forge level and the bug level. I also came up with the spell casting system concept. Along with being a level designer on this project, I was also in charge of keeping the team on task and on time.



Orcs & Elves II

Orcs & Elves II Orcs & Elves II for mobile continues the epic story from the original game and expands the Orcs & Elves universe. In Orcs & Elves II, evil begins to spread throughout the lands after the fall of King Brahm at Mount Zharrkarag. As a novice thief who has stolen the legendary wand Ellon, players must travel through towns and forests while trying to convince the Wand to be helpful. With a new mouse companion, Ellon's help, and a lot of luck, Valin must return to his under siege town before it's too late. Players will encounter new creatures, allies and villains as they explore seven huge interactive environments including towns, collapsing caverns and haunted forests.

At the beginning of this project I was responsible for updating our level tools. I set up some lua scripts for the 2D tile editor we were using to map out the levels. There wasn't too much more we could do to personalize the tile editor unless we made our own or paid for the source code. I also updated the map compiler to read in more map layers, allow double texturing of a single tile, and to auto generate the tile index based on our current art assets. I don't remember every feature of the game I worked on once development started. I was in charge of adding or updating script commands as they were needed, so I worked very closely with the level designers. Several times I was even pulled into brain storming session for level ideas; as a result I helped design many of the scripted events in the game. I do remember designing and implementing the lock picking system. At one point we implemented and tried a different idea and ended up going back to the one I put thought of in the first place. During this project I also played the part of assistant producer. Any level addition, code implementation, and art asset was approved by me before being shown to our producer. I made sure everyone stayed on task and our builds were sent out on time.



Orcs & Elves

Orcs & Elves
Developed with an enhanced version of the 3D rendering engine used on the critically aclaimed Doom RPG, Orcs & Elves provides a fresh adventure / RPG gaming experience for your cell phone. Step into this unique fantasy universe as a young half-elf sent to investigate strange messages being received from the Dwarven Kingdom of King Brahm.

I was still working on Machinimation 2 when the team pulled me over to this project because they were falling behind schedule. They needed someone to keep them on task from week to week. My first priority was to make individual and team task lists from week to week and make sure those weekly tasks got done in time for our Friday builds. I also had an overall task list for the rest of the project which I prioritized into the weekly task lists. I also tested the game daily to make sure that things were getting done correctly.



Machinimation 2

Machinimation 2 is a powerful, real-time 3D animation software package based on id Software's "Doom 3" rendering technology. Machinimation 2 is developed by Fountainhead Entertainment, Inc. With Machinimation, you can direct animated films in an interactive 3D world and output the video data to one of many standard digital video formats.

One of our main goals with this project was to make a wrapper interface for our Machinimation software, so we could easily upgrade the game engine in later versions. We decided that we would do this with a C# windows interface, and then load up the game engine into a child window of the base program. Another reason for using a windows style interface was to minimize the new user learning curve. Shortly after getting the Demo version of the software released the project was shelved, probably never to be picked up again. We did start on some of the more complicated professional version controls like a curve editor before the project was shelved.



Machinimation Pro

Machinimation 1 is a powerful, real-time 3D animated production software package based on id Software's "Quake III Arena" rendering technology. With Machinimation, you can direct animated films in an interactive 3D world and output the video data to one of many standard digital video formats.

I was brought onto the team to work on the professional version of Machinimation. The first thing I did was write a Direct Voice system that allowed multiple users to communicate with voice chat. I also wrote an audio track that would let you record your voice chat and play it back with the scene, or load another wave file into the scene. This allowed the players in the scene to act out their parts vocally along with moving their characters around. There were some small audio controls on the track such as volume, pitch, and playing only the left or the right channel of the recording. We started to add lip synching to the character models, but we never finished this feature addition before moving on to another project.



Ultima X: Odyssey

Ultima X: Odyssey (UXO) was to be a massively multiplayer computer role-playing game (MMORPG) based in the Ultima universe, developed by Origin Systems for Electronic Arts.

Although scheduled to be released sometime in 2004, EA cancelled the project on June 30, 2004, after the closure of Origin and the layoffs of several employees. Because the project was cancelled, there is no official website for the game. However, if you wish to see game trailers, new stories, interviews, or screenshots, visit IGN: Ultima X: Odyssey.

Before the official UXO website was taken offline, I was able to salvage the bestiary fiction I wrote for the website. The following monster images are owned by EA.

Banshee
Banshee
Basilisk
Basilisk
Frost Spider
Frost Spider
Ice Salamander
Ice Salamander


Ophidian
Ophidian


Ratman
Ratman


Seeker
Seeker



Siren
Siren



Succubus
Succubus



Two-headed Dog
Two-headed Dog


Werewolf
Werewolf


Zorn
Zorn