Engine: Unity Platform: HTC Vive Duration: 15 weeks Language: C#
Project Blueprint is an Electronic Arts sponsored project with Carnegie Mellon's Entertainment Technology Center. The goal of the project is to translate the Sims 4 Build Mode functionality to virtual reality. We designed and developed three different user interfaces while researching ways to allow the player to easily construct a house in virtual space. My role on this project is a programmer/technical artist, and I have been working on gameplay programming and shader writing. For more information on Blueprint, please visit our project website.
Blueprint
Hexahedron Hurry
Engine: Unity Platform: Oculus Rift with Leap Motion Duration: 2 weeks Language: C#
This game was created for the Building Virtual Worlds course at Carnegie Mellon, and had the honor of being shown during Jesse Schell's talk at GDC 2017, 'Lessons Learned from a Thousand Virtual Worlds.' It is a VR game on the Oculus that takes hand tracking input from the Leap Motion as controls. I was a programmer/technical artist on a team of five for this project. I worked with the Leap Motion API to implement hand controls. I also wrote gameplay scripts, made opening and ending animations, textured models that the artists created and integrated them into Unity. I was able to work between the programmers and the artists to help the art assets function properly in game.
Pots
Engine: Unity Platform: Hololens, Jam-O-Drum Duration: 2 weeks Language: C#
This game was created for the final round of Building Virtual Worlds course at Carnegie Mellon. It is a mixed-reality game that uses a projector as well as Hololens to create a unique experience. Input to the game is from the Jam-O-Drum, which consists of 4 spinnable wheels with drums in the center. One of four players wears the Hololens and will know more information about the enemy attacks than the other players, so they must communicate in order to win efficiently. I was a programmer on this project and gained experience developing for Hololens. I wrote gameplay scripts and learned about networking so that we would be able to send information from Jam-O-Drum to the Hololens.
Wizard Detective
Engine: Unity Platform: Oculus Rift with Leap Motion Duration: 2 weeks Language: C#
This game was also created for Building Virtual Worlds at Carnegie Mellon. It is a VR game that uses hand traking and voice recognition as controls. I was the programmer on this game, implementing the controls, gameplay mechanics, and asset integration. I also modeled art assets, such as the rooms and many background objects.
Shrine
Engine: Unity Platform: PC Duration: 3 months Language: C#
A puzzle platform game I created for the Advanced Projects in Digital Arts class at Dartmouth College. As the sole developer of this game, I worked on concept art, level design, character and environment modeling, rigging, animation, and gameplay programming.