Games

Borderlands
Borderlands
I was a Certification Lead and Senior Quality Assurance for Gearbox Software on Borderlands. My tasks included testing and reporting any certification failures according to the Technical Certification Requirements Xbox360 document, as well as the Technical Requirements Checklist Playstation3 document. I led a team of Certification Experts to regress any issues during the latter part of development on the game, as well as general bug reporting for our game.

[video | info]
Monster Mafia
Monster Mafia
Monster Mafia is a twin-stick shooter with some dungeon-crawling elements. Imagine Gauntlet Legends combined with movie monster film-noir. It also features a unique drop-in, drop-out cooperative play system which dynamically changes game difficult depending on the current player count. I was the team lead/producer and software developer in charge of implementing all co-op features.

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Brothers In Arms: Hell's Highway
Brothers In Arms: Hell's Highway
While at Gearbox Software, I helped test three different projects. The second, arguably the most fun to work on, was Brothers In Arms: Hell's Highway. BIA:HH is a first-person shooter set during the Operation Market Garden campaign of World-Ward II. During my work on BIA:HH, I was promoted to Senior Quality Assurance and Certification Expert for the Xbox360. I was in charge of reporting any certification failures on the Xbox build as well as organizing all testing tasks regarding new Technical Certification Requirement updates.

[video | info]
Tankopolis
Tankopolis
This was my first team project at The Guildhall at SMU. I led a group of five developers to create a 2D platformer in the Torque2D engine. I was the sole programmer on the projects, therefore I implemented all game mechanics and integrated all necessary tools for the level designers. It was a great project, and a great learning experience.

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Tiamat
Tiamat
Tiamat was the first team game I developed using the Unreal Development Kit. I was the team lead and programmer on this project, in a team of 10 developers. We created a multi-encounter boss fight that features fierce combat, an intense environment, and some great camera matinee. I learned many things from this project, and I had a blast working with the other developers.

[video]
Brothers In Arms: Double Time
Brothers In Arms: Double Time
Brothers In Arms: Double Time was the first project I worked on at Gearbox Software. I was a Quality Assurance tester in charge of finding, reporting, and regressing any bugs or show-stoppers that would delay milestones deliverables. I became very familiar with bug-tracking software such as JIRA and Bugzilla, as well as versioning tools like Perforce. It was also my first experience in a professional game development environment.

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Tankopolis Victory
Tankopolis Victory
My first team project involved created a 2D platformer with a team of five developers, while also creating a similar game in my own 2D engine. Tankopolis Victory is the results. It is a shoot and defend game where you must defend your citizens as they rebuilt your tank. It was built entirely in Windows GDI, and supports FMOD sounds and the Xbox360 Gamepad.
FreeCell
FreeCell
My second C++ project was recreating the class FreeCell game in my own 2D Windows GDI engine. It was actually much more difficult than expected, but it was one of the most satisfying projects to complete since using C++. The only differences between the Windows version and my recreation are the Windows sounds and the ability to select instanced games. Other than that, it's pretty much the exact same!

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Dungeon Man
Dungeon Man
Two developers and I decided to form the Moogle Lodge, a group dedicated to creating games in a short amount of time. Our first session produced Dungeon Man, a dungeon crawl game that involves finding your way through levels, navigating through traps, and solving puzzles. I was one of two programmers on the project. The other developer was a level designer.

[info | download]