This was a little prototype I came up with loosely inspired by Burgie from the Game Grumps. It was just a thing I thought up and worked on for a few days with my own time. I came up with the idea of hopping around as a couple hamburger buns and needing to collect the […]
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Polygon Color Shader
This project was supposed to be a fancy shader project done in Unity. The idea was to recreate the stylized low-poly look of things like Polyworld, but without the use of UV’s and textures, just vertex color data. I still don’t know if it’s possible to do this entirely with a shader, but I couldn’t find […]
The Collapse
The Collapse was a project done for the AICASF 2014 game jam, consisting of students and alumni from three different Art Institute of California schools using Unity. We had 24 continuous hours (sleep optional) to make a game with an ‘Apocalypse’ theme. This project was later adapted to a VR project you can find here. The […]
Python Mastermind Game
This is a simple Mastermind game done entirely in Python, using Pygame for the graphics library. The part of this I’m most proud of is that the entire thing is drawn through code as vector graphics, using nothing but lines, boxes, and circles. No sprites or graphics tools were used at all, and the rotating […]
Lovecraft VR Game
This is a project that I did in collaboration with a game artist for the Stereoscopic Displays and Applications convention in San Francisco in 2014 using Unity and built for the Oculus DK2. This was the first game I made for VR and was a whole lot of fun. The game levels are procedurally generated, and you can check […]
Procedural Unity Levels
This the level generation algorithm of a game that started as a project for the 2014 AICASF game jam (link to that project coming soon) and ended up as an Oculus DK2 project I presented at the Stereoscopic Displays and Applications convention in San Francisco. This project was done in Unity, programmed in C#. Levels […]
League of Legends Lag Detector
This is a project I made out of frustration with having a bad internet connection for a while. I would intermittently get a massive latency spike that would last anywhere from 5 minutes to hours, which would ruin online games, mainly League of Legends in my case. Originally I just left a command window open […]
Unity Ivy Generator
This is a project I’ve been slowly adding to over time: an ivy generation tool for Unity, written in C#. It will let artists grow ivy right in a Unity scene and bake the geometry all without the use of any external tools or pipeline. It’s been a lot of fun to work on this, as I’m […]
Maya Road Generator
This tool for Maya was written in Python and generates a road from a Bezier curve. The road has depth and side walls and is one continuous piece of geometry all the way around, even if you do not close the curve. The image to the left is set to 50 divisions so it looks […]
Maya Building Generator
This is a Maya tool I wrote in MEL script for generating a wide range of procedurally generated structures to be used for environment backgrounds or anywhere that many low-poly buildings would be needed. It generates 5 different types of structures, all with a wide range of random variables. In the screenshot to the left you […]