Here are the products that I have worked on, and the capacity in which I contributed to them.
Casual cross-platform game developed in Unity3D, a highly polished variant of Minesweeper crossed with an RPG. Playable for free now, and available on mobile devices Summer 2013.
Development Time: February 2013 – June 2013
Roles: Designer, Writer, Programmer
Deadwood Studios USA, the Mobile App
A mobile version of Cheapass Games’ remake of Deadwood, the award-winning boardgame, coming out Summer 2012. Developed in Unity3D
Development time: May 2013 – July 2013
Roles: Programmer, Designer
Developed in Unity3D specifically for demonstrating the potential for ZSpace in a classroom setting. Using stereo 3D glasses and a 3D stylus, users can learn about and interact with an animated virtual 3D human heart, poking at it to learn detailed information, feel the heart beat through their hand, pick it up and inspect it–while beating!–from all angles, and turn the chambers to glass to see what’s going on inside.
Released: February 16, 2013
Development Time: August 2012 – February 2013
Roles: Project Manager, Designer, Senior Programmer
Other ZSpace Applications included:
- ZSpace Missile Command
- Crate&Barrel Virtual Furniture Lab
- SpaceDock
- CubeMaze
- Balloon Pop
- The ZSpace Experience (trade show demo)
SMALLab, the Embodied Learning System
One of a handful of contract engineers working with Unity3D combined with a custom hardware rig for sensing human interaction and projecting visuals on to a floor.
Development time: March 2011 – June 2011
Role: Contract Developer
Marvel Super Hero Squad Online
Type: Browser-based Massively Multiplayer Online Role-Playing Game for kids 8-12.
Released: Open Beta March 2011
Development time: My involvement was August 2010 to March 2011.
Roles: Contract Engineer
Now open to the public! I was a one-man strike team, serving in 4 departments over 7 months handling: User Interfaces, low-level systems, card game logic and visuals, game world features, localization, system settings, mini-game transitions, and more.
Type: Pirate-themed social strategy game of trading, sailing, and sea battles
Released: Canceled
Development time: Began January 2010
Roles: Designer, Programmer, Project Manager, Creative Director
Currently in development. I designed the game, coded the flash prototype, assembled an international team of over a dozen people, and am currently looking for investors to allow me to finish the game.
Type: Casual Realtime Strategy (Build-A-Lot style) on a modern tropical island
Released: August 2009
Development time: 1 year
Roles: Producer, Designer, Programmer, Writer, Creative Director
Recognition: Editor’s Choice on JayIsGames.com 2009, Editor’s Choice on Gamezebo.com 2009
Coconut Queen has become a huge influence on social games, setting a style and pacing often copied by the largest players in the social space.
Type: Tower Defense, themed to suburban yards
Released: November 2007
Development time: 7 months
Roles: Producer, Designer, Programmer, Writer, Creative Director
Recognition: Editor’s Choice on Gamezebo.com 2007, cloned for the iPhone game “Garden War”
Type: Real-Time strategy settling the Wild West
Released: Summer 2006
Development time: 11 months
Roles: Producer, Designer, Programmer, Writer, Creative Director
Recognition: Expanded to a multimillion dollar 5-game franchise with expansion packs, ported to Mac, Flash, and mobile devices
Tradewinds Series
Cake Mania Series
S.N.A.I.L. Mail
Super Granny Series
Dragon Maze
Super Slyder Series
TRON 2.0