The planets begin with the tessellation of a sphere and are then altered depending on the type of planet being generated.
Planets are procedurally generated based off a seed to generate Perlin noise to alter the height, and therefore terrain type, of that part of the planet.
Planets can be formed with triangles or with hexagons and pentagons.
Using Unreal Engine 4's visual scripting, I created an iPhone
game. Summate is a puzzle game, where the player moves a square
by swiping, moving over numbers to increase or decrease a player's
score in order to reach the exit. This was made solely by using
visual scripting in Unreal Engine, with the gameplay and design
made by me, and the art made by Joshua Gross.
I also ported this game to Unity and it is available on the Google Play Store (now as summ8).
Using Unity, I ported my brother's game, "Morning, Joe!" and released it on Android.
Evening, Joe! on Android is an endless runner, where you tap the screen to jump over
an infinite number of bouncing balls that are rolling down the hill. Design and art are
created by Joshua Gross.
Using Unity3D and C#, I created a game for PC/Mac/Linux with a team
of four others. Tunnel is a multiplayer, first-person shooter
where the goal is to kill the other players. The game can be played
locally through a server with up to four players. The terrain of
Tunnel is procedurally generated and is also deformable; players
must utilize this terrain to gain an advantage over their opponents.
The game also features four different character classes, a variety of
weapons, and some special equipment.
Procedurally Generated Map
procedurally placed, each containing at least one doorway and a corridor leading
to another room.
I created a water-based 2D platformer using Unity and built for HTML5. I worked
with two others, Jordan Franklin who helped with level design and Mike Manfredi
who created the art assets. The game focuses on the use of a particle system to
move the character around and interact with the environment.