This shot contains a clip of Pisces, a game made in 2014 using C++, and TwoLoc, an engine that wraps up Ogre3D for rendering and Havok for physics.

On this project I was acting as a co-lead programmer, having worked on gameplay programming, and implementing networked gameplay

This is an additional shot of Pisces, featuring very intense article effects.  The main purpose of this shot was to illustrate how aesthetically pleasing the game was and how fun it was to play.

This is a cut to the Tank Engine, which contains everything needed to be a working game engine.  However, it was used largely as a shader engine, simply to illustrate my ability to create an effective shader network.  This application, which I worked on by myself, was created using C++, OpenGL, GLSL, and SFML for windowing. (Continued…)



This cut was to demo a Gaussian blur shader.


The Tank Engine is a technical achievement for me as it contains Wavefront OBJ loading and rendering, GLSL shader compilation, and more complex concepts like normal mapping.


An example of an artistic shader.  Its initial creation was supposed to be the look of an artist’s pencil sketches on manila paper.


Another artistic shader.  This one was to demonstrate a Tron-esque glow applied to a cross-hatching shader


The purpose of this shot was to show my understanding of outlining in shaders.  The video shows that you can adjust the thickness of the line drawn, which has multiple uses.


This was a personal project that I used to help teach OpenGL lighting.  I completed it entirely on my own using C++, OpenGL, GLSL, and SFML for windowing.

It’s a lighting engine that can be used to test how lights look in any scene that the user imports, using barebones GL.


This was to highlight the ability to change colour in application, and to demonstrate how the application works with normal maps and specular lighting.


This is a demonstration of Luna, a game made in 2013 using C++, OpenGL, GLSL, FMOD, and SFML for windowing.

For this project I was lead programmer, having coded gameplay and graphics.


This shot was meant to illustrate the basic controls of the game in addition to the simple yet aesthetically pleasing graphics.

Additionally, you’ll see the formulaically created floor on this level, note how it follows a sine wave.  I implemented this to ease level creation.


This shot was meant to illustrate a basic boss fight to demonstrate an understanding of how different boss fights are mechanically from the rest of the game.


This shot shows Hull Breach: Arena, a game made in 2012 using C++, OpenGL, glut, and FMOD.

For this project I acted as lead  programmer, designing game mechanics, hit detection, AI, projectile physics, and input handling.


This shot was meant to show off the “seek and swarm” AI behavior.  In addition, it shows basic projectile movement with the bullets.


In this shot I wanted to highlight that melee combat is present in game, to show I have an understanding of collision formulas past simple ballistics.