Portfolio


Rapid Physics
Rapid Physics is an open source physics engine that I programmed in Flash. It is specifically designed to handle objects that move extremely fast. For more information, check out the blog post. (December 2011)


Bullet Time Ninja
You are an awesome ninja that has the power to slow down time and dash through the air at supersonic speeds. Use your insane abilities to conquer every challenge and collect all of the ancient scrolls. (Feb 2011 - Jan 2012)


Sheep Dream Buffet
When children go to sleep, they dream about food, but these children have food allergies! Find the right foods for each kid, and make all the children happy. (November 2011)


Empires & Allies
During the Summer of 2011, I joined the Zynga Los Angeles studio as their first intern. On my first day on the job, I learned that I was working on Empires & Allies, and that the game was launching the following week! The 12 weeks that followed were absolutely awesome. The team was a pleasure to work with, and I wrote lots of cool game features that impacted millions of players. (Summer 2011)


The Bridge
The Bridge is a Science Fiction Voice Command game backed by the USC GamePipe and Interactive Media programs. The player takes the role of captain and leads a space vessel into the great unknown. As Technical Lead on the project, I managed a team of 9 programmers, 13 artists, and 3 musicians to bring the project to completion. My most significant contributions were to programming the Voice Command architecture, which supports simultaneous keybord and voice input. I also wrote the AI that allows ships to orbit targets and fire weapons. Click here to watch a gameplay video. (Fall 2010 / Spring 2011)


Lurk
Lurk is 2D stealth game that was made in 48 hours with a team of five people. Two players each play as glowing blowfish that collect treasure and run away from ghosts. We incorporated some pretty insane technologies into the game, including a 3D collision mesh for AI pathfinding, and speech recognition for casting spells on ghosts. (November 2010)


Cafe World
I worked on Cafe World during my summer internship at Zynga. My tasks included programming revenue features, building user interfaces, and any necessary server-side code. I found it pretty thrilling to be working on a game that 5 million people played every day. (Summer 2010)


Super Dragon Ball
Super Dragon Ball is a 3D game built using Microsoft's XNA Framework. The player takes the role of a lone Dragon Ball floating in a field of clouds. Using the arrow keys (or an Xbox 360 Controller), the player tilts the stage to help the Dragon Ball return to the comforting jaws of its Dragon Master. I worked on the game's core play control and collision detection. (April 2010)


The Lab
The Lab is an Esher-style maze game made in 48 hours for Global Game Jam 2010. The theme of the game is Deception. Good luck finding your way out... (January 2010)


Kory The Thief
Kory the Thief is a simple platformer game that tells the tale of a cat that robs a museum of it's precious Gamedar gems. I developed the game scenario, designed the levels, coordinated the level art, and substantially modified an existing Flash platformer engine to bring the adventure to life. (October 2009)


Magical Meatball Girl
Developed for a 24-hour Game Jam, Magical Meatball Girl tells the ancient tale of a magical flying heroine who saves the world from evil food aliens. I lead a team of two artists and a musican to develop the game. Everyone pulled their weight and did a fantastic job. I am very pleased with our product. (September 2009)


Coffeetime Crosswords
The result of my Winter Internship at Konami Digital Entertainment, Coffeetime Crosswords is a Flash recreation of the Xbox Live Arcade title, complete with a much-needed typing interface overhaul. The project took 200 hours. (February 2009)


Pancake Game
My final project in a videogame production course, Pancake Game is a heart-warming adventure full of delicious pancakes and hypnotizing floating berries. The game is representative of what I can create by myself in 10 hours. (December 2008)


Space Mario
Space Mario is a Flash derivative of the classic 1979 arcade game Asteroids with silly Mario graphics. I have made the source code freely available under the Creative Commons Attribution ShareAlike 3.0 license. (October 2008)


Trig Spinner
The idea for Trig Spinner came about while studying Trigonometry functions in my Precalculus class. My teacher instructed us to memorize a chart of sine, cosine, and tangent functions at the degree angles 30, 45, 60, 90, 135, 150, 180, 210, 225, 240, 270, 300, 315, 330, and 360 respectively (48 values total). I found those weird numbers quite difficult to learn without a visual point of reference (i.e. a triangle or the unit circle). The goal of Trig Spinner is to help people memorize these crazy numbers in a visually interesting way. The project also served as a good exercise to introduce myself to Flash's new programming language, ActionScript 3.0. (August 2008)


Grammar Ninja
Grammar Ninja is an educational web game that resulted from my high school Independant Study in Videogame Design. You are a Grammar Ninja who must find parts of speech by throwing ninja stars at words. Correct answers allow you to continue, while wrong answers literally explode. It's great fun. Download the Grammar Ninja Sentence Creator to create your own sentences. (January 2007)


Star Blaster
Star Blaster is a space-themed exploring and shooting game. This massive undertaking took me around 300 hours to design, program, and draw. The end result is good, but not exceptional. I often think about Star Blaster's strengths and shortcomings when I develop new videogames. (October 2006)


Mario Blocks
A club art project I lead, filmed, and edited in high school. (May 2006)