Games

Hollow Point

Hollow Point Screenshot

Team DMSC:

  • Myself - Product Manager, Lead Gameplay Programmer, Engine and Tools Programmer
  • Mike Lee - Producer, Lead Physics and UI Programmer
  • Suresh Malakar - Technical Director, Lead Graphics Programmer, Engine Programmer
  • Derek Such - Game Designer, Lead AI Programmer, Tools Programmer
  • Nick Vigna - Lead Level and Prop Modeler
  • Jeff Weber - Lead Animator, 2D Artist
  • Eric Wiley - Lead Character Modeler, Level and Prop Modeler
  • Nick Wiley - Lead Concept Artist

Hollow Point (download available here) is a top-down shooter with a three-dimensional attitude. Plenty of games factored into the inspiration of Hollow Point, including Smash TV, Geometry Wars, Gears of War, and the Contra series of games, to name a few. Our goal with Hollow Point was to take a few proven gameplay mechanics, and combine them in interesting and fun ways to produce a really polished game, in the limited time we had to work on it.

With that in mind, being able to iterate on our design to ensure the game is fun becomes a high priority, and a lot of work has been put towards making good, effective tools for the game. I have the pleasure of working on the game's engine and tools, as well as leading the Game Logic programming. Hollow Point features a Component-based design, which allows any new objects to fit seemlessly into the game with little additional work.

I'm the Product Manager for Hollow Point, as well as Lead Gameplay Programmer, and Engine and Tool Programmer. Curious what exactly I worked on? Send me an e-mail and ask me about it; I'm more than happy to talk about it or provide code samples.

Alpha Screenshots:

Hollow Point Screenshot Hollow Point Screenshot Hollow Point Screenshot

Technologies: C#, XNA Game Studio Express 2.0, 3DS Max 9, Photoshop

Hardware Requirements: DirectX 9.0a capable Graphics Card, 512 MB RAM

If you'd like to be a focus tester for Hollow Point, e-mail us and we'll hook you up.

Wrecking Ball

Wrecking Ball Screenshot

Team Pi Rho:

  • Myself - Producer, Lead Gameplayer Programmer, AI Programmer
  • John Boyer - Game Designer, Engine and Graphics Programmer Lead
  • Eric Chan - Product Manager, UI Lead
  • Matthew Maas - Technical Director, Physics Lead, AI Programmer

Wrecking Ball is not your traditional sports game. We've taken elements of Soccer, Football, (and possibly Rugby—none of us arereally sure), and given them a twist of third-person shooter, Battlebots, and some LEGO Bionicle Heroes for good measure. The results are awesome.

The gameplay is a bit interesting—we were looking for fun ways to combine interesting concepts. The robots are equipped with a variety of weapons which play out pretty nicely. The presentation can get a bit rough at times, but the end result is definitely fun to play.

I was the producer for Wrecking Ball, as well as AI Programmer and Gameplay Lead Programmer. Would you like to see some of what I did? Send me an e-mail; I'd be glad to talk about tho project or provide code samples.

Gold Screenshots:

Wrecking Ball Screenshot Wrecking Ball Screenshot Wrecking Ball Screenshot

Technologies: C++, OpenGL, Autodesk Maya

Hardware Requirements: DirectX 9.0c capable Graphics Card, 1GB RAM.