Programming, Scripting, Graphing and Demos
![]() | Visual Graphing - The Core Foundry The Core Analyzer Room was the first dungeon level I was responsible for in ReCore. I've dedicated an entire page to describe the visual graphing in detail. |
![]() | Visual Graphing - Beast Blocker Drawbridge The Beast Blocker Drawbridge was implemented to create new paths to higher out of reach areas in the game.I've dedicated an entire page to describe the visual graphing in detail. |
![]() | Visual Graphing - Earthquake System The quake system was created to communicate environment instability when Joule explored underground areas of Far Eden.I've dedicated an entire page to describe the visual graphing in detail. |
![]() | Visual Graphing - Utility Graph Scripting Utility Graphs were created to allow ReCore designers the ability to rapidly implement the most common scripting needs. I've dedicated an entire page to describe the visual graphing in detail. |
![]() | Visual Graphing - Chest Trap Encounter The Self Destruct Chest Encounter was created to condition the player to be ready for anything--even when opening a treasure chest. I've dedicated an entire page to describe the visual graphing in detail. |
| Perl - Data Parsing Game Project Data When working on complex projects with a large team, often simple data isn't accessible by Production and QA staff without having a full development environment. Given the amount of risk in providing non-technical staff with development environments, I came up with an idea. What if I created a program that could parse commonly needed data from the game project and dynamically build a series of webpages to display that data? In about 2 weeks I created several Perl scripts that parsed data files to create a website that could be used by anyone needing to review specialized data.
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| C++ - Capstone Final Project This is a video presentation of my "Capstone Final Project" for my Bachelor's in Computer Science.
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