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This portfolio does not list all my projects, just the cream of the crop. A large majority of my personal projects are on itch.io and you are able to play them. See the search/all games links up top.
Mindcramps Model Editor
The Mindcramps Model Editor takes in tilesets and allows you to make a voxel-style model with said tiles and export to .obj, .gltf, and .fbx.
Object Oriented Programming- Uses a program design doc to plan the first build of the software
Manually writing to obj- Researched the structure of obj so JSON data written by the program would be converted to something that can be used
Converting obj to fbx and gltf- using an open-source plugin, I converted the obj to more commonly used features
Convex objects for modern physics engines- Unlike most tile-based programs, this one splits up a model into multiple convex models to quickly make it useable by modern physics systems like Unity, Godot, and Unreal
Particle Forge is a utility program to create particle spritesheets with vector graphics.
Object Oriented Programming- Uses a program design doc to plan the first build of the software
Uses a JSON streaming format- List of keyframes for various objects stored in a JSON file in case of updates to the software
Ability to alter mesh vertices- Uses Unity Mesh Filter options to modify the shape of the mesh for animation
Shader Graph features- Made a custom shader for each object to make a "fresnel" effect (working with flat objects so I had to make a custom mask), glow effect, texture offset, and hide/display vertice lines
These are small minute adventures I write in Godot for family birthdays.
GDScript- Constructed using GD Script
Custom Resource Editor- 2D UI made to edit the Dialogue Editor. I made a grid of dialogue events that go one at a time. Examples of entries include printing to a dialogue box, changing scenes, picking from multiple choice, setting dynamic variables (only in dialogue handler), checking dynamic variables, and sending signals to NPCs.
Cross Platform- Plays on Windows, Linux, and Android with the option of Touch Screen Buttons.
This game was a third person platformer I made for Yure in Unity who made a ton of public domain music that I use.
Platform "carry-on" code- Platforms (including rotating platforms) carry the character controller by converting local pos to world position and then moving the character controller based on the different between two frame updates. This allows you to stay on a platform that is rotating in the air, much like in Super Mario Land 3D
Probuilder- Game constructed largerly with probuilder for level geometry
Dialogue System- Older version of the dialogue system that uses an array of commands as a custom editor function (saving as XML).