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Sonar PulsePlay in the browser
Download for OSX Download for WIN Detect, intercept and destroy all submarines. Sonar Pulse was our Global Game Jam 2013 entry. GGJ is an international game development competition. Each team has 48 hours to build a game. Given the 48 hour deadline we were very pleased with our product. GameLoading made a great video of the Jam. Our team even got a bit of a feature :) Fellow Team Members: Nick London, Pranee McKinlay, Murray Lorden. My key role in the team was game play programming. Please enjoy! |
Trouble Tower - iPad GameAvailable on the App Store, coming soon to OSX and WIN
Visit the Website. Completed for GEElab Players must fix worksite hazards to save the workers and complete the tower. Trouble Tower is a research project at RMIT's GEElab. I was a programmer in the development team and personally presented the project at Transforming the Learning Experience, a Teaching and Learning exhibition in Melbourne. "The game aims to address the issue of learner engagement in construction induction training and to increase the retention of what users learn." - GEElab. Trouble Tower will be released to the public Q4 2012. |
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Best paper award at "Modelling and Building Health and Safety" CIB W099 - Singapore 2012
Presented at "Playing the System" IE2012 - Auckland 2012
Presented at Transforming the Learning Experience - Melbourne 2012
Presented at Games for Change - Melbourne 2012
Presented at "Playing the System" IE2012 - Auckland 2012
Presented at Transforming the Learning Experience - Melbourne 2012
Presented at Games for Change - Melbourne 2012
Trouble Tower Team
Chief Investigator
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Development Team
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North Ringwood Bulls - iPhone App
Available on the App Store
Completed for Premier Apps "New for 2012/13 season, the Official North Ringwood Cricket Club App contains the latest club news, calendar, fixtures, results, ladders, club contacts and club history." - Premier Apps. - Latest up to date news and information - Latest up to date match results, ladders and fixtures for every grade - Latest 'Team Selection' for every grade - Up to date 'Social Calendar' with key dates for the season. - 'Club History' including club records of honor boards, partnerships, highest scores, highest wicket hauls, player career statistics and more. - Up to date 'Club Contacts' to contact at the click of a button. Design and artwork by Premier Apps. |
CT scanning in Critical and Emergency Care - iPad AppAvailable on the App Store. Visit the Website.
Completed for Crit-IQ. A very popular medical training tool. "This app displays scan sequences in high definition. Scans can be "scrolled" through, giving viewers a 3-dimensional understanding of the structures displayed. Users can review the scans after reviewing the clinical context, then continue to review the scan while listening to the radiologist's report. Each study contains a tutorial on the pathology demonstrated." - Crit-IQ For this project I enlisted some extra programming horse power from Alon Gal and once again, the artwork of Damien Gatt. This is the second medical application I have work on with Crit-IQ. |
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Footy Record - iPhone AppAvailable on the App Store.
Completed for Karl Morris. Need live AFL footy scores? Here they are. However there is a twist, you make up your scores. Concept created by a Richmond supporter sick of not being able to gloat at live scores. - Karl Morris, Application Concept and Artwork. |
Escapien - iPhone Game 2011Available on the App Store.
Escapien is a fast paced puzzle platformer for players looking for an intense high speed challenge. |
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Surgical Logbook iPhone and iPad App
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AboutSurgical Logbook is an easy to use application designed to aid students, surgical residents and surgeons to keep a readily upto date logbook.
The aim, to emulate the simplicity of the traditional paper logbook with the convenience and technology of the iPhone. This project gave a me a chance to use parts of Apples API that I hadn't used before, such as the email and camera functionality. The App continues to grow in size and popularity, with the release of many updates including an iPad customised version. |
Data Interpretation - AndroidAvailable on the Android Market. Visit the Website.
Completed for Crit-IQ. Data interpretation is essential to all clinicians who care for critically ill patients. The ability to recognise common patterns of disease or investigation results is fundamental to establishing the correct diagnosis. This app will be valuable to all critical care clinicians by providing them with instant "experience", so that when they come across something in practice, they will be able to recognise it. Data Interpretation is written using PhoneGap, a cross platform library. PhoneGap is essentially a Web Application that runs locally on the device. The Application had been written for iPhone by someone else, I performed the modifications required to get the app working on the Android Operating system. |
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By The Pond Series - iPadDuck Family By the Pond - Coming Soon to the App Store
Frog Family By the Pond - Coming Soon to the App Store Completed for Life For Beginners. Visit the Website. Duck Family By the Pond is part of an entertaining and educational animated DVD series called By The Pond featuring the plants, birds, mammals and bugs children can encounter by an Australian river or pond. Toddlers, preschoolers and early primary school children will be fascinated by the life cycles of dragonflies, ducks, platypus and frogs, and will love watching what happens to them in their wetland world. These gorgeous day and night scenes are depicted in cute and stylish animation, and set to original music and real animal sounds. |
On Time Sheet iPhone AppAvailable on the App Store.
Completed for JNH Software Pty Ltd - Fast and easy timesheet recording - Spreadsheet generation - Integrated eMail - Remembers previously entered values for fast data entry - Interfaces with On Time On Budget - Project Management Software On Time Sheet integrates with On Time On Budget, a Project and Client Management desktop application. |
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Wizards In Concrete Boots - Unity3D
Report
Made using the Unity3D game engine, WICB is a two player turn based wizard combat game. It was completed as a group project at RMIT with fellow students, Clark Lavery, James McCormick, Alon Gal and Kyhil Duggan. A large component of the project is the Gesture recognition used in the combat system. Recognising gestures proved to be a very interesting problem. To ensure that the game is as fun as possible, it went through several iterations. A core goal of the project was to conduct and respond to user testing. User testing showed to be an invaluable tool to game developers. One of my favourite projects, Final product was very well received by the marking team. |
Muzika - Musical RTS Prototype 2011Built using the World In Conflict Engine, Muzika is a prototype for a new genre of game. An RTS that is driven by music.
Each unit on the battlefield represents a specific musical instrument. When each unit fires, it plays its section in a symphony. As more instruments engage in the battle, the symphony grows in complexity and volume. An experienced player can determine which units are fighting, how many there are, and where on the battlefield the battle is taking place. The player defends a central hill with 5 points of interest from waves of opponents. The different instruments are balanced in a traditional paper scissors rock style. The AI has 4 unique tactics for capturing the hill, Rush, Decoy, Surrond and Flank. I undertook this project as part of a subject at RMIT with fellow students Alon Gal (fellow Programmer), Elena Zuban (Artist) and Andrew Brett (Concept and Design). |
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iPhone Weather ApplicationI built this application for a subject at RMIT.
It uses the iPhones GPS to find your current location and downloads the current weather information for your area. The data is downloaded from the Bureau of Meteorology in an XML format. To ensure that the app continues to function while the data is downloaded and parsed, these operations are completed in a separate thread. Once parsed the data is stored locally using the Core Data API. This project also gave me the chance to work with Apples Map Kit, to plot the locations of the weather stations on a Google Map. I did not release this application to the store, as there is already an abundance of amazing weather applications availible. |
Conway's Game Of Life
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Asteroids in C++ and OpenGL 2010To practice programming in C++, OpenGL and Physics simulation I implemented the classic arcade game Asteroids. Asteroids isn't very fun - although that was not the point of the exercise. No external physics libraries were used. I implemented the collision detection and physics calculations based on the laws of Conservation of Momentum, and the movement based on Equations of Motion. It was lots of fun figuring all this out, I enjoyed this project very much. |
OpenGL/SL Real Time Rendering with ShadersIn a subject at RMIT we explored the performance tradeoffs and benefits associated with using shaders for real time rendering. Using OpenGL/SL we implemented a scene using many different geometry rendering modes and lighting techniques. We were then able to compare their appearance and performance in both the fixed graphics pipeline and using shaders. I worked on these tasks with fellow student and programmer Alon Gal. Here are two reports we presented post implementation. Rendering Mode Performance Report Lighting Shader Vs Fixed Pipeline Report |
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Interactive 3D Rendering 2010This was the first project I completed using C and OpenGL.
Core to the project was learning how to use libraries such as Glut and Glu to create a windows, react to user input and use a game loop. To create the "Genesis" effect, the sphere is Bump Mapped using an image of the earth. Animating the camera was an interesting exercises, as OpenGL requires that the whole scene moves about the camera to achieve this. This project gave me a good understanding of how the transformation stack works in OpenGL. |
Cannons - iPad Game - 2009I made this game using Torque2D. Torque was good because it made it very easy to get something simple working, although I wouldn't use it again. It is (at the time of building this game) much too resource heavy for mobile devices and I found the scripting interface to be quite limited. I had fun revisiting my high school physics, using projectile motion formulas to calculate the trajectories of the cannon balls. There wasn't an artist involved in this project - which is why it doesn't look very nice, but it is totally functional and works nicely. |
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Maya Modelling & Animation 2009As an elective at RMIT I took a subject on 3D Modelling, Animation and Lighting. This was very worth while as it gave me a more complete understanding of the games art workflow. We used Maya to build a our scenes. Maya made it easy to trial different lighting and materials settings. This is a video of my final submission for the subject - not bad for a programmer :) |
Code Orange - Unreal 2k4 Race Mod
In this project we used the Unreal 2004 Engine to build Code Orange.
An adrenaline filled "Racing Shooter". Code Orange is something like Mario Kart vs Unreal Tournament. To complete this mod lots of work needed to be done. - Created 3 huge game levels - specific to our "Race" game mode. - Implemented a Checkpoint system. - Created a new scoring system and customised the score board to match. - Customised the AI to complete the race objective. - Added a Freeze Gun, with two fire modes. - Created 2 new characters. - Added HUD elements to give feedback on race progress. - Support for Network gameplay. We were so happy with our final product that we did a live game demo in our final presentation. Three of us raced against the AI to complete the race. I worked on this project with Alon Gal, Ben Head, Vlad Postolache and Michael Patton. |
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X3D Animation 2009This animation was created using X3D, an XML standard for 3D graphics. It was a fun exercise, the first step was figuring out how to solve Rubik's snake.
While completing this project I gained an understanding of 3D Transformations, particularly how they nest and are effected by ordering. I wouldn't use X3D again. It did make it easy to get started on coding animations in 3D space, but it is a weakly supported standing that requires 3rd party viewers. I would think that HTML5 will mark the end of X3D. |
NWN2 Mod 2009This was my first go at a large game modification.
I worked on this project with fellow RMIT students in our first year. We attempted (and partially succeeded) to add a dynamic story element to Never Winter Nights 2. The story (although very simple) was determined by the actions of the player. This project taught us the importance scoping and team management. |
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X3D Modelling 2009This project involved making a model in Maya, and then making it interactive using X3D, an XML standard for 3D graphics. This was my first taste of the pains that can be associated with moving content from one format to another. After much work and the use of a 3rd party tool, I was able to build a model that could be transferred from Maya to X3D correctly. |