Platforms: Mobile devices, Facebook, PC.
Genre: Casual, Match-2 Clicker, Puzzle.
My work:
As Tech Lead.
Working with project and user data sets and distilling action from them.
Breaking down complex features into tasks and experience stories.
Defining preproduction and production development pipelines.
Refining, communicating, and administering standards and processes for evaluating engineer performance.
Overseeing coding practices and code architecture.
I help recruit, teach, coach, and mentor.
As Developer.
Using analytics as integral part of the development pipeline.
Inventing, extending, and maintaining features, workflows, and tools.
Live features: Content updates, player account sync across platforms, cross-title promos, etc.
Involved in designing gameplay features, game mechanics, and new game ideas.
Platforms: Mobile devices.
Genre: Casual, Match-2 Clicker, Puzzle.
The follow-up game to King’s highly successful Pet Rescue Saga. A game that offers many twists on the Clicker Puzzle formula by introducing unique modes and game mechanics like big Pets, under-water games, customizable spaces, and more.
My work:
Part of the development team from start of production to hard launch; testing and soft-launching in different locations along the way.
Gameplay architecture design and planning.
Responsible for design and implementation of systems to allow innovation within the game board space; rules, physics, etc.
Working with design to innovate on game mechanics, objectives, modes, interactions, etc.
Release Date: 2019
Genre: Dating App
A Dating Game where you get the chance to meet your mystery date with different fun games.
You activate your account by answering “Quick Fire” questions and through compatibility, you will be matched with your destiny partner.
Using distance activated face-to-face video calls, you will have 60 seconds to pick up.
My work:
A helped a small startup launch a dating app.
Developed the client app using Unity 3D game engine.
Designed a modular, data-driven architecture for the client to facilitate scaling at a low cost.
Planning and prioritization of features to meet milestones on time.
Planned the networked communication system with lead backend engineer.
Used a combination of Unity Asset Store packages and a custom assets and shaders to achieve a modern-retro look and feel.
Mentored junior developers for hand-over of client development.
Release date: 2014
Platforms: XBOX ONE. PS4. PC. Mobile Devices.
Genre: Online, Open World, RPG.
Companion App - On your smartphone or table, join your friends in real-time gameplay with exclusive characters. The app gave you a bird's eye view of the battlefield, the ability to attack enemies and to place targets for your allies or enhance their capabilities.
My work:
Evaluated pre-existing networking tech.
Assisted with the setup of the automated build process.
Prototyped variants of the game's core game loop and player control modes.
* The companion app was not released to the general public.
Release Date: February 07, 2012
Platforms: XBOX 360. Playstation 3. PC.
Genre: Action/RPG
A first of its kind. Amalur combines the complexity of the truest of RPGs with the depth in combat of the biggest action titles.
My work:
Integration of FMOD-ex into the Big Huge Engine sound system.
Tools to add dynamic ambient sounds into the game world, such as ambient music and reverb effects.
Tool for recording dialog lines from microphone input.
System to render special effects as a response to game events.
3DSMax exporter tool with physical material data.
Quest and dialog editor improvements.
Release date: April 17, 2013
Platforms: PSN. XBLA. STEAM.
Genre: Side Scroller Action/RPG/Brawler.
Sacred Citadel is an intense side-scrolling arcade brawler for up to 3 players. Different skill sets, RPG features, collectible items, exchangeable weapons, combo attacks and more combine into a fluid and unique arcade game experience.
my work:
Real-time online multiplayer gameplay on all platforms.
Network profiling and optimizations. Package compression and priority systems.
Online features like matchmaking, game invites, achievements, leaderboards and rich presence for XBLA, PSN, and STEAM.
Compliance, TCRs, TRCs for all platforms.
Release date: December 02, 2012.
Platforms: Windows 8.
Genre: Puzzle
ilomilo is a puzzle game where the player controls two fellows named ilo and milo. The two friends always seem to get separated from each other in the surrealistic and ever changing world they inhabit, and the goal of each level is to reunite them.
My work:
For this project I was mainly responsible for the implementation of the game's online components:
Xbox LIVE profiles.
Achievements.
Leaderboards.
Cloud saves.
Gameplay video of the original ilomilo title.
Release Date: November 02, 2011
Platforms: XBLA. PSN. STEAM.
Genre: Action
Burger Time HD brings all the fun from the original arcade games into the next generation of consoles. Players have to avoid a great number of enemies and obstacles. There are many challenges to complete, exciting bosses to defeat, and insanely fun multiplayer modes.
My work:
Led a small team of programmers and for coordinated tasks with the art and the design departments.
Oversaw coding practices and code architecture upon which the game was built.
Responsible for all player code, player controls, and player interactions.
Online play: Network messaging system.
Enemy path-finding and AI.
Made sure the game met all requirements to pass LOTCHECK, TRCs, etc.
Release date: January 18, 2012
Platforms: XBLA. PSN. STEAM.
Genre: Platformer/Action
Based on the Scarygirl graphic novel created by acclaimed artist Nathan Jurevicius, Scarygirl is a wondrous adventure through a unique, beautifully-bizarre world.
My work:
Joined the team during later development to help fix bugs and meet milestones on time.
Camera cuts and camera paths for gameplay and cinematics.
Sound effects and music through the game: menus, gameplay and cinematics.
Balancing, blending and overall adjustment of environment effects.
Release Date: April 29, 2010
Platform: Playstation Network, iPhone.
Genre: Action / Brawler
A 3rd person action game where the player can play and control modern day Superheroes. Players get to play as the movie's three primary characters: Kick-Ass, Hit-Girl, or Big Daddy.
My work:
Team lead during the preproduction stage.
Worked with design and art leads to defined a production pipeline.
Created a lean, stable and expandable codebase for the final production team to take over.
Initial setup for enemy state machines, player controls, combat and cinematic sequences.
Combat system.
Player and Enemy messaging systems.
Release Date: Unreleased Prototype.
Platforms: XBLA. PSN.
Genre: 3D Brawler.
The game is based off the popular cartoon network show of the same name. As one of the band's loyal roadies, players are unleashed on a heinous rampage against rabid mutant fans in brutal combat.
My work:
Camera systems, gameplay and cinematics.
Player controls and player interactions.
A variety of weapons, combo system, combat finishers and environmental finishers.
Scripted many of the in-game cinematics and progression through the game levels.
Watch the brutal action for yourself!
Release Date: Unreleased Prototype
Platforms: XBLA. PSN.
Genre: Horror/Action.
Players take control of Chucky and they have to find creative ways to navigate around (or eliminate) the unsuspecting citizens of Chicago as Chucky hunts down Andy, who he needs to kill in order to be human once again.
My work:
Guided coding practices and systems design.
Player controls.
Combat systems: Brawler-style chained combos and combat finishers.
Stealth systems: Sneak-mode, stealth finishers, etc.
Enemy AI: State machines, behaviors, path-finding, etc.
Release Date: Unreleased Prototype.
Platforms: Nintendo Wii.
Genre: 3D God Simulator.
A game where the players play the role of a being responsible for helping the inhabitants of this fantastical world. Players can force a variety of different interactions between all of the entities that populate the lands.
My work:
Accelerometer-based input.
Tools for complex motion recording with data visualizations.
3D Terrain construction, rendering, and morphing.
Terrain dynamic level of detail and texture blending techniques.
Path-finding setup.
Fog-of-War.
Player controls and player interactions with the NPCs and the environment.