GUTS Department January 2016 – February 2018 Aegis Defenders is a 2D platformer+tower defense game released on February 8, 2018, for Steam (Mac+Win), PS4, and Nintendo Switch. Originally Kickstarted in 2014 by my brother, Bryce, I joined the project in 2016 and became the sole engineer, rewriting most of the original prototype/demo code, optimizing performance,Continue reading “Aegis Defenders”
PopCap Games March 2014 – April 2015 I joined the Peggle Blast team at the start of production and continued through release developing several post-launch updates. I also prototyped mechanics for new masters including Roxy and Sheldon and worked closely with our effects contractor and art team to implement/integrate effects while maintaining performance.
PopCap Games August 2013 – March 2015 Plants vs. Zombies 2 is an award-winning, free-to-play tower defense game for iOS and Android. I joined the PvZ2 team during launch week in August 2013 to help develop post-launch features including Zen Garden and prototyped mechanics for Dark Ages. Official Website
PopCap Games October 2011 – August 2013 Plants vs Zombies Adventures is a tower defense game for Facebook. As a full stack engineer, I was able to participate from initial prototyping to release. I worked in all areas of the game including tool development, gameplay, implementing animation skinning and UI widgets for our in-house engine, someContinue reading “Plants vs. Zombies Adventures”
January 27-29, 2012 I participated in my first GGJ this year. The theme was “Ouroboros” and I was part of team Infinite Robot. It was crazy but we made a game in less than 48 hours! We used Unity and ZigFu (for Kinect support). Our project page is here and we also have a gameplayContinue reading “Global Game Jam 2012”
January 2011 – June 2011 I worked with the Poizner Lab team on a project for UCSD’s neuroscience department. Participants explore a navy aircraft carrier using a head-mounted display and motion capture while their brain activity is recorded via EEG. I created models for their virtual environment using 3DS Max and wrote several GLSL shadersContinue reading “Poizner Lab”
December 2009 – April 2011 “vDEMPS” stands for “virtual Disaster Emergency Medical Personnel System”. It was a joint project between UC San Diego and the VA San Diego Healthcare System utilizing Second Life/OpenSim to develop training programs in disaster preparedness (i.e. pandemic flu outbreaks) and the Hospital Incident Command System (HICS).
February 2007 – December 2009 A project at the Experimental Game Lab using the Ogre Engine and other open-source libraries. Not a conventional game, it is best described as an interactive art piece utilizing various videogame technologies and it has been on display at several museums worldwide.
Summer 2009 I was contracted by indie developer Urbansquall (who was contracted by Ubisoft to make a Flash game to promote their game) to do some animated cutscenes for their game “TMNT: Double Damage”. Cowabunga!
COGR280 – Virtual Worlds Workshop Professor: Noah Wardrip-Fruin UC San Diego Winter 2008 A Flash game I designed and implemented as my final project for the class, but I continue to work on it occasionally in my spare time. It features my brother Bryce’s artwork. play wiki