BLISSLESS DOT NET

GoDaddy doesn't allow PHP to access my hosted mySQL server so it
could be a while. Until then, everything is jam pact on this one page.

my resume_> [*.doc] [*.pdf]

Games

Steam Demons

Info: Steam Demons is a steampunk themed high-speed combat racer. The development cycle was 5 months, from January 2006 to May 2006. The game was built in a team of 4 (counting me) called NEED Games. The first 2 months of the development phase were design sessions where decisions of the design were created and reorganized while constructing design and tech documentation. The development phase consisted of programing the game in C++ in 3 months.

This includes both the creation of the entire game engine from scratch and gameplay components. The engine was created using FMOD Designer Client, Direct Input, OpenGL and Window Platform - SDKs and APIs.

The game demo consists of 1 level created by an asset artist and is designed around the premise of customization. The vehicles are built of 3 seperate chassis segments that dictate which of the 8 weapons you can equip on your vehicle, as well as dictating your vehicles ability to combat, steer and accelerate, as well as other attributes.


Download Steam Demons HERE

SCREENSHOTS
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DevNFO: I was the project's asset lead, as well as interface programmer for this project. Asset lead put me in the seat of responsibility for making sure the assets were turned in on schedule and formated correctly. The intro splash screen is generated during runtime. The hexagons are procedurally generated and can be fully customized through a function call for all properties regarding the size and dimensions of the canvas in respect to the quanity and scale of hexagons. The credits system is not finished. They are made from a system of (triple) nested link lists. The level data and BVH are made from a level editor application I programmed in Windows Platform SDK with OpenGL rendering. The BVH is saved through a recursive function making tree information instantly ready when it is loaded into the game without any extra processing. The AI uses a node system and a state machine method that gives the vehicles seperate personalities. The menu system is made to mimick an operating system's windows interface and is expandable. All concept art, level sketches, menu peices and chassis models were designed and made me within the 3 month development period too. External asset artists that I communicated with made the level, textured the models, and worked off a few interface graphics that were designed and created by me. There's a lot more of the project I was apart of, but that was some of my "official" jobs.

DEVELOPMENT PICTURES AND CONCEPT ART
Concept art and team logo by me
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Reverence: The Ophidian Arc

Info: 3rd computer game I ever made (excluding the half-made games made from Clickteam applications); made 8 months after I started learning C++. The production time was half a month and made with help from DirectX 9.0 wrappers. All of Reverence's graphics and animations were made by me; but, the actual true type fonts I used to render the fonts and the sounds effects are not originally from me. The sound effects are ripped from Infantry Zone. The animations were modeled in Wings3D, animated, materialed and rendered in Anim8or. The sprite strips were then tested and compiled in Jasc Animator and Paint Shop Pro 7.0. The class project was to make an asteroids clone. Each vehicle has their own attributes as well as team. The player has AI allies which can be summoned through cheat codes. The gameplay has a system where some weapons use energy or run purely on a regenerative energy, but energy also sheilds the vehicles from dammage, on a ratio of how much energy they have. Weapons also do a different ammounts of energy and physical dammage, as well as the vehicles that fired the weapon. All vehicles can pick up and use any power-ups. Requires DirectX 9.0 to play.

Download Reverence HERE

SCREENSHOTS
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DevNFO: I was responsible for everything except the modules that manually load from file the binary files for sound and bitmaps, the sound effects - which are from Infantry Zone - and the true type fonts used to make the font sheets. This includes the sprite engine, AI, HUD, the game engine and all other components, as well as asset creation.

Haunted Techno Pong


Info: My first game ever made. Made with the Windows Platform SDK. It's almost absurdly fast and hard to beat. The smaller you make the client game the faster and harder it goes, so I suggest you fullscreen the game. The production time was 2 weeks. When the eye shows up, he pillars become active, and there is a small HUD at the bottom to tell which player has which power-ups active. It's got worm-holes and ghosts and techno samples (by me), it's got EVERYTHING!


Download Haunted Techno Pong HERE

SCREENSHOTS
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DevNFO: Background made with GDI functions. Metafile graphics made with Macromedia Flash.

Steam Demon Prototypes


Info: Prototypes made during the design phase of Steam Demons. Most of this was included because I'm a procedural demoscene kind of guy. Source code samples included. Items drawn with OpenGL because that's what Steam Demon uses These include:

- Ribon Tail: Used for the tail of the cars, a rigid body free-floating ribbon.Later in development we textured it too. To view it, drag and drop any point on the screen to move it around to view the drag effect.
- Dynamic Cylinder: A BVH cylinder made through code (and function parameters) for testing physics before the BVH exporter was made.
- Perlin Noise: A test for drawing dynamic clouds, although using pure linear interpolation doesn't work that well. Press 'A' to pause the program and view a static cloud sampple, because a new sample is generated every frame.
- Curve Lense: The program loads Test.bmp and places colored static on half of it. A series of quads are made with a cos curve and the UVs are placed on them, putting a linear texture on a cos strip giving the effect of a lense or cylinder, as the animation squashes as it reaches the edges and streches when it gets near the middle. This was used on the odometer dials.
- Exploding Text: Not much demonstration here, it looks a lot better in the actual Steam Demons Credit because texture is applied, but the source code is included here so you can see the triple link list in action.


This demo was pretty fun considering that everything besides the perlin noise was created from scratch. No references from the internet or even introduction to these algorithms before I created them.


Download Prototype Code And Demo HERE

SCREENSHOTS
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Electo-Fetus Shocker


Info: Second Game I made scince I learned to program. There's a complex design of weaponry, power-ups and a buy/exchange of items system. Please read the readme.txt before playing to view the controls. If you do not know all the controls, chances are you will run out of time and loose. The production time was 2 weeks. All graphics were made by me except for the Metal Slug baby inside the crystals. The sounds are ripped from Infantry Zone. The background and all sprites were made in MS Paint, and animation tested in Jasc Animation. Programmed with DirectX wrappers, using Direct3D to render the 2D items.

Download Electro Fetus Shocker HERE

SCREENSHOTS
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Blissless MP3 Renamer


Usually when downloading albums off the internet, they sometimes have the worst naming conventions. A whole album of something like
Some_artist_name-08_-Weird_formating(Propertyyoudon'tcareabout)-RipperTag.mp3 or something like that. No sense of convention, underscores everywhere, no spacing around the track number, caplitalization is weird, parenthesis and brackets giving useless information and sometimes they add their tag to the end of the filename. Imagine a program that you could use to drag and drop all the files from the OS into the program and having it format the filenames to the properties you set. Comes with a nifty Ctrl+z undo.

Note: A while ago I broke the remove end tag option so it only works sometimes.


Download Blissless MP3 Renamer HERE

Antenna Demo


It's like rats in a maze. This was a course project where I attempted to make an effective path-finding method that used no path planning what-so-ever. No tracking and no planning at ALL. You can make the maze how you want with the mouse and play around and watch them try to pathfind towards the mouse. Debug controls are listed in the readme. Program was drawn with GDI. Compressed with the demo is documentation of the results. Drag and drop where you want obstacle boxes to appear on the screen, and right click to remove obstacles.


Download AI Antenna Project HERE

SCREENSHOTS
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C++ Code Heressy And Debugging

An article I'm working on. It's basically finished, but It's being overviewed by 2 friends for technical and editing and proofreading, but feel free to take a beta version read. It's pretty much just a few things I've learned in the first 16 months I started programing as well as a few recent things. It's mostly a compilation of things I beleive beggining programmers should know.
UPDATE: I had so many complaints of typos and language errors that I've decided to take it offline until the proofreading process is finished.


Download is temporarily offline

Design Sketches

Graphics and sketches. Some are design concept I've done for school projects and from boredom sessions. The animations were done in Macromedia Flash for an old team game I helped program for class. The 3D models were for a MOD of a game called Infantry Zone from SOE, only one of the models were fully converted to a full blown unit, but it ended up crashing the emulated server, and no one could figure out why.

THUMBNAILS
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