Blog

Fling Engine

Fling Engine is a cross platform Vulkan game engine with a focus on data oriented design. This project is intended to be my playground for learning Vulkan while experimenting with some engine architecture.

Epic Games, Inc.

I started out at Epic as an intern in 2019 and converted to full time in January of 2020. I'm an Engine Programmer on the UE Gameplay Systems team.

Aurum Kings - Bull Horn Games LLC

Aurum Kings started out as a small game jam idea that has bloomed into a polished project that I released on Steam. I was the only one to work on this project doing everything from gameplay programming to level design and modeling in Blender. For the music, my friend Rowan Waring did several compositions for each level.

Workinman

During my time at Workinman I was guided by senior developers, designers, and artists to create a web based game for one of the companies clients. Some of the features that I implemented in Spongebob’s Next Big Adventure include a questing system, inventory system, and narrative content. This experience exposed me to the full game development pipeline in a challenging and fast paced team environment.

UE4 Widget Reflector

The Widget Reflector is a tool in Unreal Engine that shows the you how the editor UI is built with Slate, and allows you to jump straight to the source code that creates it.

C++ 11 Job System

Over the course of the last semester I have been working on a team to create a multi-threaded engine using DirectX 12, with a focus on data oriented design. One of my tasks throughout development was to create a Job System that we can use to parallelize tasks like physics calculations. This system came with a couple of constraints:

Aurum Kings Development Post Mortem

Aurum Kings has officially released on Steam for Windows and Linux. While it was a long and exciting journey throughout the development of Aurum Kings, I think that it is high time to look back and reflect on my decisions throughout the development process. This post is not necessarily about the actual game as is it about my own development process.

Unity build automation with Jenkins

Recently I have been upgrading my development pipeline and looking for ways to improve my dev ops. One of the biggest things that I knew I could improve upon was my build pipeline for my Unity games.

Extra Life 2018

I know that Extra Life doesn’t happen until November, but it’s best to get an early start on this stuff! This will mark my third year participating in this event, and I have a lot of plans going forward about this.

GDC 2018

This past week at GDC has been truly amazing. I have met a lot of new people as well as getting to experience new things with good friends. When I was packing up my stuff to leave on Friday, I had a touch of sadness in my heart that it was over, but a fiery passion to apply the new things that I have learned.

Aurum Kings Demo – A Post Mortem

Recently I wrote a blog post on the official Bull Horn Game website about what went right and wrong at the Mini Maker Faire, and what the plans are for the game in the future. However, that wasn’t really in depth about my personal development process, and what I learned from the working two months on this project.

Game Design Break Down: Crawl

The theme of local multiplayer games continues this week with a break down of Crawl!

Game Design Break Down: Gang Beasts

I have been playing a lot of couch competitive/party games recently, the most popular among my roommates and I being Gang Beasts. I started wondering, what actually makes this game fun? Why has it grown to be so popular among my otherwise non-competitive roommates?

Ergo Witness is now open source!

I have officially made Ergo Witness open source! It is capable of building to Android, Windows, Mac, and Linux. It is under the MIT License, so please feel free to fork it and use to to visualize whatever data you want!! The wiki is there with information about all methods that I have written, and which classes do what.

What makes Overwatch so good?

Overwatch is an award winning, unbelievably popular Esports title. But why? This is my take on some of the reasons why.

Prototype of “Ergo Witness”

Data Visualization with the ELK stack and Unity

Not many people use Unity(or really any game engine) for data visualization. I think that the main reason for this is that Unity is not marketed as a data visualization tool, and there is already a large market for such things that companies would rather use. I am currently exploring the different possibilities for interactive data visualization using Unity and the Logstash pipeline. Logstash is just one part of something much bigger called the ELK stack(Elasticsearch, Logastah, and Kibana).