In mid 2016 I started doing remote contract work again, and have worked with several companies and independent developers. These contracts have used Unreal Engine 4, Unity, and the Unreal Development Kit and have all been programming work.
Range Plus One- Website
- Gameplay, UI and multiplayer programming for a first person physics combat game using Unreal Engine 4.
- Bug murderer for Grimoire: Manastorm's free to play release.
Tejada Solutions International- Website
- Gameplay and UI programming on two in progress mobile games using Unreal Engine 4 and Unity.
Flow Motion Group Inc.
- Gameplay and UI work on an unreleased VR dance simulator using UE4.
In 2008 I began designing and programming a side project to compete in the Make Something Unreal Contest by Epic Games. The game, Rewind, is a first person game where you clone yourself and rewind time to solve puzzles. Rewind won several prizes in the contest and ultimately placed 4th in the Grand Finals.
Afterwards I decided to redesign the game and turn it into my studio's first commercial release. I contracted artists, sound designers and voice actors to help finish the project, and Rewind was released on Steam March 31st 2016.
After spending the rest of 2016 prototyping several ideas including an air balloon VR game I began development on a 3rd person multiplayer shooter called Impostor Syndrome which is currently in progress.
In 2013 I was approached by Northrop Grumman's Technical Services division for a new project called the Virtual Immersive Portable Environment, the VIPE Holodeck. Initially developed with the Unreal Development Kit, several technical hurdles had to be overcome. The seamless 360 degree view required extensive multiplayer code to coordinate movement, animation, HUD, and gameplay across the network. The Kinect needed to be implemented to allow movement, and Laser Shot for firearms simulation. Later projects required spreadsheet and database communication to be implemented.
The Kinect implementation won Northrop Grumman first place in 2013's Federal Virtual Challenge under the Navigation Interface category.
In 2015 I rewrote the VIPE code using Unity as well as Unreal Engine 4 when the project switched game engines.
I was brought on board Janus Research Group's project for the FBI, a crime scene simulator, due to my extensive experience with the Unreal Engine and with multiplayer code in particular. My primary task was getting the project working in multiplayer, and afterwards to help contribute to the gameplay programming.
In 2011 I wrote the UnrealScript Beginner's Guide for Packt Publishing over the course of eight months, drawing on my experience writing Unreal Editor tutorials for Unreal Tournament 2004. Since publication it has been used by hobbyists, schools, and game companies as the definitive guide to UnrealScript, ultimately selling over five thousand copies. A Korean language version was also published by Packt.
I was the sole programmer on Parsons Brinkerhoff's driving simulator project. The simulator was used to demonstrate various autonomous driving technologies. It was constructed using three computers on a local network, with multiplayer code written to coordinate the view, HUD, and other gameplay elements. One of the major challenges with the project were scenarios that required over a hundred AI driven cars following standard traffic patterns with stoplights, multiple paths and merging.
Parsons Brinkerhoff also produced an app demonstrating the new Bay Bridge connecting San Francisco and Oakland while it was under construction. In the app consumers could learn about the bridge and its construction as well as drive across a simulated version of the final bridge. It was playable on PC as well as the iPad.
I was the Senior Level Designer for an Xbox 360 / PS3 game called Reich that was canceled early in production. The game was to feature highly destructible environments that the player could manipulate with psychic abilities.
At Pipeworks I started out as a designer on Godzilla: Unleashed for the Wii and PS2. My primary responsibilities were laying out the game's levels as well as adding gameplay elements such as the destroyable and throwable buildings. With my background in programming I was also able to contribute to the gameplay code such as the enemy spawning system for the campaign mode.
After Godzilla was complete we began work on the video game tie-in to the Night at the Museum: Battle of the Smithsonian movie. I continued my role as designer on the project, contributing to the gameplay code where I was able.
In the two years after Secret Level I worked as a remote contractor for various companies, doing both level design and programming using Unreal Engine 2.5 and the Unreal Engine 2.5 Runtime.
Columbia College Chicago
- Programmer and level designer for the Highrise Evacuation Learning Platform.
- Level designer on Marine Sharpshooter 4.
Blue Planet Software
- Programmer for a PC game prototype.
- Several members of the Community Bonus Pack team had their maps acquired by Epic for Unreal Tournament 2004's Epic Mega Bonus Pack. My map "Sub Rosa" was one of them.
Lucky Chicken Games
- Level designer for a PC game prototype.
- Programmer for a paramedic simulator.
Do 2 Learn
- Programmer for a safety games series.
My first game industry job was as a 3D Artist for Secret Level, first as a remote contractor then full time on site a few months later. I worked on America's Army: Rise of a Soldier for the Xbox and PS2. The main task for the console versions was taking the art assets for the PC version and reducing their poly and texture count to fit in with the limitations of the consoles.