I was tasked with updating a website for a realtor and decided to rewrite it using the Laravel framework. I rewrote the entire site in a couple weeks and added features and the framework for additional features.
Features include:
Along with using the Laravel framework I used bootstrap 3, jquery ui, jquery, dropzone, raphael, select2, durationpicker, sweetalert, locationpicker, google maps API and several Laravel packages.
You can check out the entire website aside from the listings edit form and other admin/realtor systems at: http://www.uppervalleyrealty.net/
Pro Item Sets is made up of a C# command line program and a site using JSON, CSS3/Flexboxes, HTML, and JavaScript. All the source for both can be found on Github.
The site is made up of item sets generated by pulling top tier player match information from the Riot Games API and figuring out at different points in their game what was most commonly purchased.
It was developed by Me and Kyle Schouviller for the Riot Games API Challenge 2.0 from August 10th to August 31st 2015.
Since the contest both of us have been working on it to improve it and add features.
Feel free to check out the site: http://probuilds.lolteamtools.com/
Interactive film all done inside Torque Game Engine (TGE). It was created to visualize how swarm technology could be used to inspect an airplane.
Systems:
I worked on integration of GameSWF, developed the Speech bubble system as well as the typing text GUI and design of the arc system, but the arc system render code was written mostly by someone else on our team.
This was software written in Torque Game Engine, Torque Game Engine Advanced, and Later Torque 3D. It was used to visualize units from the real world and/or simulated in a 3D environment of their choice. It allowed for playing out scenarios within the confines of a small room.
Swarm units positional and rotational data would be calculated using motion capture cameras. That information along with other information would be gathered and sent over the network using a system Boeing developed. We could then send data back over that network interface or display things inside our software using that information. There was also a simulated (in matlab) version that could be run over this same interface.
I developed most of this network interface along with one other coworker who wrote the early stages of it. It required we figure out where packets were coming in and a way of distinguishing our own UDP packets from the games. We also used Perl scripts to handle multicast packets, some data verification and parsing which was later used. There was a binary and none binary version of this.
This was the Earliest version of our software. It was written in Torque Game Engine using the RTS (Real Time Strategy) pack. Most of the controls were similar to an RTS game. It was then ported to Torque Game Engine Advanced with most features coming over and allowing for some shader support.
It included the following systems written by us:
This was the final version of our software and was developed in Torque 3D a much more modern version of the engine. Most of the features from before were either re-written or ported. Editing was much more like the built in editor with some addition improvements, much of which were UI, so that it was easier for novice users to use.
Some of the major additions from previous versions where:
This is an Unreal Tournament 2004 Mod I made for a UWB Interactive game Design. We were a group of 5 people for the class and had my friend do all the art for it:
Ryan Bergan and I did most of the work though.
BioFields combines the elements of a real-time strategy game into a first person shooter. At the core of gameplay, the user has a base that is used to grow the weapons they will be using in the game. The user must make many choices, what to build and where, when to assault another users base, and when to defend there own. Players can effect the growth rate of other BioFields by attacking them, or the growth rate of their own BioField by repairing it. The game is a last man standing type game, where the game is over when there is only one player and BioField left.
One of the super unique aspects of it is we used the vertex animation feature in UT2004 to make the plant actually look like it was growing. We were going to update it and work on it more in UT3, but they removed vertex animation support from the scripting language so it didn't get finished. We also attempted to rewrite it as a Source Engine Mod which we called Symbios, but because of limitations on time and features in source we were unable to replicate it.
We didn't have time to finish the network code though so the host is the only one that everything works for.
Simple digital EtchASketch I made using Visual Studio and C#.
Works like your normal Etch A Sketch, use the arrow keys to draw and the knobs rotate.
This was a simple game I worked on as the final project with a partner for UWB CSS450 or computer graphics. Through out the class we worked on a simple 2D Engine and then the final project was a game using that engine. We had about 28 days to make the game. It isn't the most creative name or story and there are definitely some things we wish we could have gotten done and fixed, but it was fun learning to make an engine and game from scratch.
The basics of the game are you are a diver who has to collect gold coins under the water. You can only stay under so long and must avoid hitting sharks. You can then go to the boat at the top and sell the coins to buy items like weapons to kill the sharks and oxygen tank to stay under longer or the airplane ticket which you need to beat the game.
Also we had to write a Proposal and Report as well so figured I would post them.
I worked on this website/social game for the University of Washington Bothell. The idea behind it is you would check into a location and them play minigames for that location in order to gain points. If you had enough points you would be the conqueror of that location. I worked on some of the site, the facebook integration as well as the minigame UWB Match'em.
This is other random stuff I have worked on or done code wise: