Project: Schedule of the Damned

Description

Platform: Boardgame
Development: 3 weeks
Team: 2 (Erik Nichols)

Fight for your free time against an uncaring college bureaucracy! Get the most points by designing a full class schedule that maximizes your free time. Each player chooses a major and attempts to navigate the minefield that is class registration. There are no winners, only varying degrees of pain.

Download: pdf

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Project: Multiplayer Bullet-Time

Description

Platform: Presentation
Development: 3 weeks
Team: 2 (Erik Nichols)

Erik and I present a solution for multiplayer bullet-time called Occlusion Bullet-Time (OBT), which is defined by two rules:

1. OBT automatically activates for any player when he sees an opponent, or is seen by an opponent.
2. OBT automatically deactivates for any player when an unobstructed line cannot be drawn between him and a living opponent.

Download: pdf

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Project: Campaign Assault

Description

Platform: Boardgame
Development: 3 weeks
Team: 2 (Erik Nichols)

Players take turns campaigning around the country by moving their candidate between districts and challenging their opponents to debates.

The winner is the player who gains the most points by:
- Securing the vote in a district, which is worth the number of points indicated
- Securing the vote in the majority of districts in a region, which is worth the number of points indicated on the regional bonus diagram

Download: pdf

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Project: Discount Carpet Outlet

Description

Platform: Web
Technology: HTML, CSS, Javascript, PHP
Development: 1 months
Team: Solo

Contract job to create a website for a New Zealand based carpet liquidator. Designed in Photoshop, coded in Aptana.

Visit: [link]

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Project: Gems

Description

Platform: PC
Language: C++
Technology: Ogre, Newton
Development: 3 months
Team: Solo

Gems is a game prototype designed to help stroke victims recover their motor functions. Patients exercise pronation by using a power glove to reach out and touch a gem. That gem and all adjacent gems of the same color are eliminated. Patients exercise supination by touching an offset gem and rotating their hand to realign the gem.

Screenshots

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Project: Bump Sampler

Description

Platform: PC
Language: C++
Technology: OpenGL, GLSL
Development: 3 months
Team: Solo

Interactively demonstrates the effectiveness of real-time, shader-based lighting techniques including phong, bump mapping, and parallax bump mapping.

The Maya-like environment features:
- Translation of objects and lights using a “gizmo”
- Interactive camera using the alt key
- Pixel-perfect object selection/picking
- Creation and deletion of up to eight lights

Screenshots

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Project: Racer

Description

Platform: PC
Language: C#
Technology: Ogre, Newton
Development: 3 months
Team: Solo

A 3d racer featuring cutting-edge graphics technology.

Features include:
- HDR Lighting/Bloom
- Motion Blur
- Dynamic Follow Camera
- Physics

There are an infinite number of levels which are randomly generated. In order to complete a level, you must finish within the target time, which is dynamically calculated based on the difficulty and length of the course.

Screenshots

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Project: Toy Robot

Description

Type: Animation
Technology: XSI, Mental Ray, PhysX
Development: 6 weeks
Team: Solo

The toy robot was modeled from scratch and the character was based on XSI’s template male character. Lighting is done with Mental Ray’s final gathering, and the physics were simulated using Ageia’s PhysX.

Screenshots

Video

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Project: Eraser Dominoes

Description

Type: Animation
Technology: XSI, Mental Ray, PhysX
Development: 3 weeks
Team: Solo

The desk is a model of the one that sat it my dorm freshman year. Lighting is done with Mental Ray’s final gathering, and the physics were simulated using Ageia’s PhysX.

Screenshots

Video

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Project: Wormhole

Description

Platform: PC
Language: C++
Technology: Ogre, Newton
Development: 3 months
Team: Solo

Race your spaceship through a twitch-speed 3d maze of wormholes as you find your way home to earth.

Wormhole is designed to challenge and hone the player’s three-dimensional awareness. First, players are presented with a rotating overview of the level. They can attempt to memorize the map (straightaways, turns, and forks) for as long as they choose. Next, they must race through the tunnel from start to finish without slowing down for an extended period of time, or excessively damaging their ship by colliding with the walls of the wormhole. If players choose the wrong path at a fork, they will reach a dead-end and be destroyed. Each level is randomly generated.

Screenshots

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