Jarett Gross
I make games and write programs.
Software Developer at Amazon.
Alumnus of Washington University in St. Louis.
Projects
Procedural Planets
Summate
Evening, Joe!
Tunnel
Procedurally Generated Map
Boiler Escape
Procedural Planets
I created a procedural planet generator in Javascript, using WebGL and Three.js. 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.
Summate
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).
Evening, Joe!
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.
Tunnel
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
Using JavaScript and canvas I created a procedurally generated map. Rooms are procedurally placed, each containing at least one doorway and a corridor leading to another room.
Max Rooms
Square Size
Boiler Escape
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.