

2006 IGF Student Showcase Winner
All the color has been drained from Chromopolis and you, Roy G. Biv, must battle the deadly Huemans and restore the lost colors of your cartoon world.
Features
- 3D rendering 2D gameplay
- Elemental based abilities
- Puzzle based gameplay
- Unique half-tone shading used for an interesting look.
Tasks include:
Marketing, Effects system, Engine design and development.

Final Build - Download v1.5
NOTE - Hit TAB in-game for controls!
Click here to read a Q&A with the developers of Colormental on Gamasutra.com
Particle/Effects System
Here is a build of my particle system for Colormental. It includes part of a scrapped logo intro (made of particles) and other things for you to checkout.

Particle/Effects System - Download
NanoDote
From DarkSim Studios. Seven person development team working with highly talented artists/modelers to bring an experience like no other! Three month development schedule. First month for preproduction and two months for production.
Tasks include:
Working closely with asset team to ensure both our vision and needs are met.
Programming sound (2D and 3D), input, game play, and code integration.

Game Design Document - Download
Technical Design Document - Download
M-Type
This was my first team collaboration on a project. The project had a 4 week development window. I learned how to work in a team setting, under extreme time constraints and overall how projects are integrated with each other.
Tasks included optimization, an advanced tile engine, tile-based level tool and particle engine.

Source Code and Executable - Download
Game Design Document - Download
PathPlannerApp
This was a lab for our AI class. This application showcases frequently used AI algorithms in action. Uses A*, A* Optimized (w/ Hash Table), A* Node Mesh, Best First, Breadth First, and Dijkstra. A template application was provided for us and I had to implement the core algorithms for path finding. Original application written by Syrus Mesdaghi.

Source Code and Executable - Download
Tank - Renderware
This was our first introduction to the Renderware platform. We basically solved 3D collision math problems on paper and then took those ideas and coded them in Renderware. The tank model was provided for us and we had to code the camera systems, terrain following, ground clamping, setup targets, laser sights, explosions, rockets, and check for collisions on the tank eye.

Source Code and Executable - Download
Arkanoid
The creation of this game was interesting because I only had five sleepless nights to work on it.

Source Code and Executable - Download