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Games I have created or worked on (in reverse chronological order).
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People liked Blockland so much that I spent a couple years polishing it up and now it's a real game with over 20,000 users.
Blockland.us

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This game is an early prototype and only represents a few weeks of work.
It's a 3D side scrolling shooter. The perspective is similar to the old arcade brawlers except that you can aim 360 degrees.
Download Two Guns Prototype
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In Future War, I discovered many of the limitations of the Torque engine and my ability to produce content. I decided that I needed a simplified game mechanic and graphical style, something that I could easily achieve working by myself. Future War had a deployable system similar to Tribes, and I had made some of the items snap to a grid for easier placement. The fun of building little forts with cubes of rock that snapped into place inspired me to make a lego themed game. Originally I had plans to make it a fort wars type of game with alternating building and combat rounds, but the free building mechanic turned out to be fun on its own.
This little prototype became quite popular eventually being featured on G4 TV and and in several magazines.
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This is a persistent world fantasy action game. It is not an mmo. There are no level-ups or dice rolls.
This game has its own site: AgeOfTime.com

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This was my first Torque engine project. I didn't really have a goal, I was just experimenting with actually getting things to work in a game such as getting in and out of vehicles, destroying and reparing stuff, inventory and ammo, etc. Some features such as deploying items on a grid, the grappling hook, and carrying fallen teammates became the basis for other game projects.

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This was an attempt at a sequel to the popular Tribes RPG mod using the Torque Engine (still called V12 at the time). The idea was to develop the game in stages, the first stage being simple death match and then adding more layers on top of that. The DM concept demo is as far as the game ever got.
Multi-national dev teams are not easy to maintain.
I made the character and weapon models for this demo. Actually, I ripped off the proportions from the Tribes 2 player model so at this point I was basically still a bum. The concept demo has some cool features such as arrows sticking into people and head and arm dismemberment with the ability to use severed limbs as weapons.
Download SoV Concept Demo
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This was an RPG mod for the game Starseige: Tribes. I made a bunch of textures for the players and enemies in the game and some of the early buildings.
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An asteroids game I made in visual basic. The basic concept is fairly simple: you manuever your ship around in zero gravity and shoot the asteroids, breaking them into smaller and smaller pieces until there is nothing left. It features sound, midi music, and vector style graphics courtesy of the win32 api.
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Quake 2 Player Model: Vectrex
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A player model I made for Quake 2. It's fully animated (or as animated as an old video game console gets) and includes custom weapon models and sounds. Notice that it is quite brown. That's because everything everything in Quake 2 was brown. Hooray for static texture palettes!
Download Vectrex Player Model
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Particle Simulation Thing
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For some time I was enamoured with creating particle effects in Visual Basic. It's actually kinda cool.
Download Particle Thing
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Not really a game, this is an artificial life program I made for my 8th grade science project. Each creature consists of 8 possible cells around a central mouth. Each cell can be a foot (yellow) which allows movement, a stomach (red) which stores food, or an eye (blue) which detects food. They run around, eat the grass, reproduce and mutate.
Download Bugs
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