Games I've worked on
This is a list of games I've worked on - including free, shareware, game jam, and commercial. I used to put a lot of this information on my resume, but people seem to like resumes that fit on a page. This is my book, so you get the full horror.
Gridwars
My first game on my brand new IBM PC - up to 8 robots moved around a grid (drawn using the IBM extended character set), painting the grid, burning holes in the grid. The more paint you had on the grid, the more energy you would collect, and the faster you would go.
The first version of this was written in BASIC, and then I rewrote it in C. Robot programs were written in text files, and read at runtime into the game system's memory for runtime interpretation. The robot programs used a super simple assembly language, so the interpreter was easy to write.
Switch
A sliding tile game written for 16-bit Windows.
Captives (Cancelled)
An action game for Windows where you would shoot at aliens to rescue humans. I worked on the level editor, did some AI work and some networking work.
Cremwits (playable prototype)
I had a pretty vivid dream about a game that was roughly a 3d match-3 game (well before Bejeweled came out). I woke up from the dream, angry that I didn't get to play the game in the dream, so I quickly made a playable version of the game that any of my friends could play in a telnet session. Some of my friends offered gameplay and presentation suggestions. It wasn't until I got 2-player hotset working that I realized that it didn't work well as a competitive game.
Grant / Lee / Sherman: Civil War Generals 2 (Impressions / Sierra)
I worked on networking this, getting networked gameplay working just in time for a tournament with valuable prizes.
Lords of Magic (Impressions / Sierra)
I came on to this project towards the end, providing AI assistance, including implementing revenge if you killed one of the AI's heroes, and boat construction logic, if the AI couldn't figure out a way to path to the player using a land route.
One of my favorite moments on the project was reading a player's surprised post to our forums after they had got the boat logic in an update. "I didn't know they could do that!"
Elysium (Cancelled)
An ambitious episodic adventure game. I worked on world editing tools.
Amen (Cancelled)
An ambitious first person shooter. I worked on peer to peer networking.
Total Annihilation: Galactic War (Cavedog)
I worked on the online metagame part of Total Annihilation, and helped with the update architecture.
Total Annihilation Kingdoms: Darien Crusades (Cavedog)
LithTech Game Engine
I worked on triangle strip code, dynamic texture maps, gamepad support, and particle systems.
No One Lives Forever (PS2) (Monolith)
I implemented their "really close" weapon model system.
Cars With Guns (Big Dice Games)
Driving and shooting in a construction paper world. Implemented in Python using PyGame.
Matrix Online (Monolith)
Samurai Jack: The Shadow of Aku (Adrenium)
Lemony Snicket's A Series of Unfortunate Events (Adrenium)
Infection Wars (Ludum Dare)
Woody Tigerbaum's Interplanetary Package Delivery (PyWeek)
Woody Tigerbaum's Twisted Marble Factory (PyWeek)
Lord of the Rings: Tactics
Online Chess Kingdoms (Leviathan / Konami)
Pirates of the Caribbean iPod game (Leviathan)
Target: Terror (Wii) (Leviathan / Konami)
Tornado Outbreak (Loose Cannon)
Cave of the Rat King (NaGaDeMo 2012)
BreakN
Memory Game
SailN
Cars With Guns (PlayN version)
Switch 2013 (1GAM)
Interplanetary Space Courier (1GAM)
Dots and Boxes (1GAM)
Domino Puzzle (1GAM)
Safety Last! (1GAM)
Zone of Battle: Tank Patrol (1GAM)
Zone of Battle: Blimp Patrol (1GAM)
The Maze of the Rat King (1GAM)
The Island of the Rat King (1GAM)
The Tower of the Rat King (1GAM)
The Tower of the Rat King Deluxe (1GAM)
BDGRT-Pong
Driving 64 (LOREZJAM 2016)
Cars 64 (LOREZJAM 2017)
BattleTech (Harebrained Studios / Paradox)
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