Past Projects

Recettear Save File Editor
The Recettear Save File Editor allows you to edit the save file games for the game Recettear: An Item Shop's Tale. You can hack the player's gold, merchant level, inventory, adventurer's gear, game encyclopedia, and even delete save slots (which for some reason, is not possible in game normally)

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Summoner Cheat
This is a little executable I made that goes off of my FAQ on Gamefaqs. Basically using the offsets and items listed in my FAQ (which I embedded into the program), it makes hacking Summoner easy for anybody.

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Mini-Mech
Mini-Mech is a 11 man project that lasted 5 months. This game is a top down shooter set in the not so distant future, where pest control is not handled with bug bombs, or sprays, instead a miniature mech is released into your house to destroy all the pests!

Tech Features:
  • Uses DirectX
  • Message and Event Systems
  • Seperate Level Loading
  • Animations
  • Uses Wwise API
  • Checkpoints
  • Bitmap Font
  • Debug Keys (Cheat Codes)
Learn More...
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Dream 'scape
Dream 'scape is a game made within 48 hours for IGDA's 3rd annual Global Game Jam (2011). It's a platformer. The theme of the GGJ was "Extinction". The story of the game is "You are a dream-entity. The dreamer is beginning to wake up. The dream world is being destroyed - you want the dreamer to remember you. The goal of the game is to survive for as long as possible so that the dreamer will remember you when he/she wakes up. There's not a lot of tech features for this game... but keep in mind it was made within 48 hours.

Game Features:
  • 2D Platformer
  • Interesting Visuals
  • Gravity-Altering Abilities
  • Checkpoints


Tech Features:
  • Uses DirectX
  • Utilizes LUA
  • Particles
  • Checkpoints
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'Til Dawn
'Til Dawn is a 14 man project that lasted 3 months. This game is a third person vampire shooter set in the mid 19th century.

Tech Features:
  • Uses DirectX
  • Message and Event Systems
  • Spatial Partitioning
  • Animations
  • Uses Wwise API
  • Checkpoints
  • Bitmap Font
  • Debug Keys (Cheat Codes)
Learn More...



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Speckt
Speckt was a 13 man project that lasted for 2 months. Although this project was cancelled halfway through, the collisions and many of the core features of the game were finished. This game was all about a tiny creature in a huge world jumping on and climbing up giant creatures. The part of Speckt I worked on was collisions, double jumping, and tool tips.

Game Features:
  • 3D Platformer
  • Giant World
  • Scale/Climb up a giant creature
  • Utilize powerful jumps
  • Cheat Codes (Debug Keys)

Tech Features:
  • Uses DirectX
  • Message and Event Systems
  • Complex Collision System - Climbing up the actual models of the creatures
  • Animations
  • Uses Wwise API
  • Checkpoints
  • Bitmap Font
  • Debug Keys (Cheat Codes)
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Crusader
This was my first 3D Project at Full Sail. This was done during a class called Structure of Game Production (SGP). SGP was a 2 month long class that teamed students up into groups and had them work on a game project. My group consisted of 3 programmers: Matt Walker, Zachari Dahran, and myself. The game is a top down 3D shooter.

Game Features:
  • 3D Game
  • 9 Levels
  • Multiple enemy types
  • 4 different weapon types (Shuriken, Napalm, Beam Cannon, Tremor)
  • Cheat Codes (Debug Keys)

Tech Features:
  • Uses DirectX
  • Message and Event Systems
  • Different behavior for each enemy
  • Particle System
  • Music was ripped from SNES, Sega, NES and N64 Roms
  • Saving and Loading of progress
  • High score system
  • Bitmap Font
  • Debug Keys (Cheat Codes)
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Super C: The Escape
This was my first 2D Project where I utilized DirectX. It's a top-down shooter similar to the second level of Super C for the NES. I made this during my Structure of Game Design (SGD) class; this was a one month class in which the sole purpose was for us to make a game by the end of the month. The teacher allowed us to make any game we wanted with the only requirement being that there was some form of a projectile in the game. So I decided why not make a Contra game?

Game Features:
  • Retro Look and Feel - 8 bit music and 8 bit graphics
  • 4 different enemies (Green Guard, Red Guard, Turret, Boss)
  • 3 different weapon types (Normal, Machine Gun, Spread Gun)
  • Cheat Codes (Debug Keys)

Tech Features:
  • Uses DirectX
  • Tile Map System
  • Message and Event Systems
  • Sprite sheet was manually created by myself
  • 8-bit music was manually ripped from NES Rom files
  • Enemies are not preset, they are random. Some games may be harder than others!
  • High score system
  • Bitmap Font
  • Debug Keys (Cheat Codes)
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Ultimate Pong
This was a 1 week project that was assigned to us while we were learning how to do Windows Programming. We used the Windows Graphics Device Interface (GDI). We were all told to make a Pong game. My Pong game has 2 modes: Regular, and Special. Regular mode is typical Pong. Special mode is Pong with powerups that can either buff or debuff you or the enemy paddle.

Game Features:
  • 2 Modes of Gameplay
  • Different levels of Difficulty
  • Power-ups

Tech Features:
  • Uses Windows GDI
  • Different levels of AI for difficulty
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