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Game Programming

The objectives to graduate with the Game Programming degree

Save Those Animals is a small game where you just infinitely catch animals and set them free. This is a sequel to the game OH HE GOIN' and a prequel to Launch those animals

Engine: Unity 3D

Language: C#

This is an asymmetrical game that was came from a physical prototype that was made with random objects we had laying around. This has some changes because physical is digital is hard.

Engine: Unity 2D

Language: C#

Contributors:

Holly Flink

Casey Grant

01

Implement multiple completed games, including 3D games, using common tools, languages, and software for web, console, PC, or mobile platforms.

This is a look into the world of scripting that shows off a bunch of mechanics and how I did them

Engine: Unreal

Language: Blueprinting

02

Design, develop, and implement the architecture and infrastructure needed to support a complete game project.

Co-Worker Throwdown is a top down shooter game where your co-workers are attacking and you need to defend yourself.

Infrastructure:

Main menu

Settings 

Pause menu

Settings in pause menu

Main menu button in pause menu

A small tank game with some AI enemies and power ups

Infrastructure:

Menu

Settings 

Scoring screen at the end

High score system

03

Implement and analyze fundamental data structures and algorithms associated with game applications supporting gameplay mechanics.

This is a procedurally generated tank game where you fight AI and try to get power-ups.

Mechanics:

Tank Finite State Machine

Tank AI Pathfinding and avoidance

Randomly generated floor tiles

Sneaky McSneakFace is a top-down game where you are the zombie and you have to sneak your way through the map without the spec ops men finding you.

Mechanics:

Enemies have waypoint finding AI

Enemies with finite state machines

Enemy senses 

04

Use software development processes to analyze a project problem, and to design, build, and test a corresponding software solution.

Sneaky McSneakFace is a top-down game where you are the zombie and you have to sneak your way through the map without the spec ops men finding you.

Intent: A specific amount of enemies spawn at the top one by one following the way point system and once they reach the end they despawn and respawn at the beginning making an infinite flow of enemies to be challenged with.

Problem: I could not get this to work for the life of me so they wouldn't restart at all

Solution: I put a bunch of men down and had them conga line around the outside of the map so it looked like they did that but they were only walking around the outside.

This is my SIP which is a small prototype to show off the mechanic. You walk around and your footsteps create a style of echolocation I call Visual References that allows the player to see the world around them.

Intent: I wanted to have the player create a sphere of visual references that bounced off the ceiling, floors, walls, and anything else in the room. 

Problem: I could not find anything with spheres except for random spawning which ended up taking the visual references and making them float around in chaos. This made it hard to see anything. 

Solution: I switched to making a circle of them spread from the player that changes the distances based on how many references you want to spawn. It ended up being very nice and looks pretty good. It can even be applied to other objects.

Process: I found a script that did four objects in a vertical pattern, I think it was for a bullet hell. I took that and spliced it together with some circle math and got a weird mohawk to spawn. I had to give it new vectors to get it to flip and add some more pi multiplication to get it to evenly make a circle with any amount of references spawning.

Weight, We're Blocks is a little puzzle game about an orange and a purple block that need to work together to make it to the end.

Experiments: This was the first time I had messed with weight as a mechanic in a platforming puzzle type game.

05

Demonstrate development skills using multiple programming languages, development environments, and platforms, including advanced and/or experimental topics in game programming.

This is my SIP which is a small prototype to show off the mechanic. You walk around and your footsteps create a style of echolocation I call Visual References that allows the player to see the world around them.

Experiments: This was a first with making an echolocation mechanic that doesn't actually show the player the world as well as actually coding in circles was a whole new experience.

06

Establish collaboration, mentorship, and professional leadership skills by working with other disciplines to deliver highly polished and completed projects.

An RPG comedy game. You get to choose your player and go on this glitched-filled adventure helping the developers fix their game.

Team:

Ely Schirtzinger

Casey Grant

Holly Flink

Desiree Macias

Project: This is a fun comedy game that we decided to make in the free engine Godot. It was an adventure the entire time because there aren't a ton of tutorials out there for Godot or at least there weren't when we made this. So we were trying to understand an entirely new engine while also making a nice looking and feeling game. It ended up pretty good we only really made the first level of the game but planned on more.

This is the digital version of CUUUUUBES with a few changes because of changing to digital is hard.

Team:

Ely Schirtzinger

Casey Grant

Holly Flink

Project: This was a small physical board game we had made and really wanted to make it into a digital game and it is pretty close to the original other than a couple things we couldn't get to work in digital.

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