I'm a fourth year Game Programming major with a Mathematics Minor at Champlain College in Burlington, VT.
I worked as a private online lessons tutor for iD Tech, teaching subjects such as scripting in Unity and 3D Modeling with Blender and Maya for the past two years.
I enjoy spending my weekends fixing up my 1981 Datsun 280zx and hiking the Adirondacks and the Green Mountain Range. When I have free time, I spend it socializing with my friends or 3D Printing and soldering a quadcopter.
C++ Vulkan SDK based renderer for the purpose of basic scene editing, working on GLSL shaders, animation programming, and new computer graphics techniques.
This is my own personal project for the past two years. I have been adding to it on a frequent basis, continuing to append new bits of graphics and animation work.
Main features included in this editor:
Dual Vulkan API Based Renderer developed with C/ C++ techniques
Graphics Pipeline with Vertex, Fragment, and Geometry Shaders developed in GLSL
Graphics Settings such as MSAA, Mipmapping, etc.
Scene Structure and Manager for Adding and Editing Objects Realtime
Separate ImGUI Based Editing Interface that Communicates with Scene Renderer
Wavefront (.obj) and texture (.jpg / .jpeg) file loading
Lighting with Phong, Lambert, and Toon methods
Keyframe and Clip Controller creation and editing
Skeletal Animation with various Blending Operations (linear, bilinear, bicubic, etc) and Forward Kinematics
Forklift online PVP combat game created in Unity Engine. Currently on steam with over 70,000 downloads!
I worked with Endless Suffering to complete this masterpiece. My job was to handle the graphics programming side of things, as well as vehicle physics and environmental lighting. What I contributed included:
Lambert Lighting, Toon Lighting, Grass and Water Shaders coded in Cg
Simulated Adjustable Sway Bar for Vehicle Stability
Vapormage is a vaporwave-themed magic combat prototype that used a unique analog stick gesture based system for primarily one-on-one duels with against an AI.
The project was developed by a small team out of Champlain College, Grilled Pigeon Studios, and was intended to be a prototype demonstrating combat, visuals, and a developed core game loop. Work that I contributed included:
Analog stick gesture-based casting system (called A.S.I.G.S)
Designer-friendly ASIGS/ Spell implementation
All spell effects, done by using the built-in UE4 Material Editor and the Niagara Particle System
All spell projectile physics and homing
Environmental Technical Art, including the skysphere, vaporwave sun, and building accents
Planet Builder is Unreal Engine 4 program that generates planets by using Fractal Brownian Noise on a procedural mesh shaped to be a cubic sphere. Some features include:
Adjusting surface given low, mid, and high range frequencies
Frequency dominance
Cubic sphere, unit cube, and rounded cube procedural mesh generation
AI developed in C++ that abides by the characteristics and parameters a vehicle and driver would follow. This includes: braking, accelerating, shifting, engine RPM, wheel RPM, and gear / final drive ratios. It was developed as a final project.
Gerstner Wave equation implemented into Unreal Engine 4 using the vertex world position manipulation options. This was fit into a Champlain College project prototype: Aquatic Robotic
Game created using C++ that is based on a minigame from Stardew Valley. Using a few techniques from Game Engine Architecture, Third Edition.
What I contributed includes:
Transition from using Allegro Graphics System to SFML
Score System
Moving Obstacle Spawn and Control System
Enemy AI Movement and Attacks
Menu, Options, Language Support, and Save / Load System
Sound System
Level and Bounds
Sprites and Sounds
Basic Ray Tracer from Ray Tracing In One Weekend by Peter Shirley
Followed Peter Shirley's basic ray tracing tutorial that's entirely CPU based, and adjusted it to show output to ppm file progress bar. Artifacting in the image above was from material attached to spheres and background.