Search the world's information, including webpages, images, videos and more. Google has many special features to help you find exactly what you're looking for. Optic (Global Game Jam 2017) A downloadable game for Windows, macOS, and Linux. Download Now Name your own price. Mac-OS-x86.zip 26 MB. Linux-x64.zip 27 MB. Boomzap Entertainment is a casual games developer registered in Singapore with a virtual office environment. It was formed in 2005 and has released 50 games to date that are ported on various platforms. Boomzap has developed for Microsoft Windows, Mac OS X, Nintendo DS, Wii, iOS, and Android.Its games are available on games portals such as Big Fish Games, Yahoo!, WildTangent. Welcome to Montgomery Hills Sanatorium, the number one healing center in America to fix your disturbed. Here we offer non-invasive electro-therapy treatments for an myriad of illnesses. Global Game Jam 2012 was the largest game jam ever, and it was great to be a part of it. You can check out all 2000+ games at the GGJ Web site. Note that you can search by site, so you might want to take a look at the other games created in Columbus or in a city near you.
Carl Gets An Interview (2018)
Game Jam Games
Trash party mac os. 'Woodland animals help hapless human!' A physics-based animal-stacking puzzler made during Global Gam Jam 2018, with the theme of 'Transmission'. Made in 48 hours with Unity. Maul mac os. I was the main programmer on a team with two designers, an artist, and a sound designer.
I've hosted the game on itch.io (downloads available there). The project is on Github.
Battle of the Band (2017)
Made in the Global Game Jam in 2017, to the theme of 'Wave'.
(Pics coming soon)
The project is on Github.
Trapestry (2016)
Trapestry is a party game about constructing and navigating an obstacle course filled with virtual traps. The game was built for the Microsoft Hololens in a 24 hour game jam at USC sponsored by Ayzenberg.
I worked with 3 other USC Games and CS students for this project. We worked in Unity, using the Hololens Toolkit. We used the Hololens's features for gestural input, spatial mapping, and spatial audio.
Taproot (2015)
Taproot is a local multiplayer game created for Ludum Dare 34. The idea sprouted from the theme of 'Growing'. You control the growing root system of a tree, and you are fighting to suck up water from aquifers while avoiding magma. The catch is that in order to change the direction of your root, you must create a new branch; the old branch continues growing in the original direction. In this way, your root system quickly spreads across the map, but each change in direction could mean you are potentially blocking yourself off or even accidentally setting fire to your roots. When your roots catch on fire from colliding with magma pockets, you must decide when to cut off the root — as long as it stays attached, you will continue sucking up resources, but the fire will spread towards the base of your tree.
The team was comprised of myself and another programmer, and a designer who worked on creating assets for the map. The game was created in Unity over 72 hours. I hope to return to this concept at some point and clean it up.
I've hosted the game on itch.io (downloads available there). The project is on Github.
H2GO (2015)
This was done in a 24-hour game jam. Besides programming, I also coached the 2 freshmen programmers on our team. All the art was done by a single person, the talented Katie Yu. Two other team members did level design. The game was made in Unity using C#.
The theme of the game jam was 'Phases', so we brainstormed this gameplay of moving between solid, liquid, and gaseous phases. The idea is that solid form allows you to move laterally quickly, but is fragile (impacts can shatter it). Liquid lets you squeeze down small spaces or soften impacts. Gaseous form lets you ascend.
I'm actually pretty proud of the algorithms that went into this, given the short time. The fluid forms are clouds of particles with n-body spring-like attraction, while the fluid separation is done by performing a k-clustering test. Then, the visual shape of the fluid is created by running a convex hull algorithm on the group of particles, generating a visual mesh based on the result. It was the first time I had implemented any of those algorithms.
I've hosted the game on itch.io (downloads available there). The project is on Github.
Watership Leaf (2014)
This was the product of my first-ever game jam. It was made with a team of four others: two very talented artists, a sound engineer, and myself. I did almost all the programming (minus some sound-related code). This was done in Unity using C#.
The game is actually supposed to be played cooperatively, with one person manning the WASD controls to steer your leaf boat, and the other player controlling the mouse. The mouse player can drag falling branches out of the way, and drag falling leaves to the ship to repair it. As your leaf boat receives damage from rocks, reeds, and branches, you can see its state degrade onscreen. At the end… well, I won't spoil it. There is a waterfall involved.
I've hosted the game on itch.io (downloads available there).
Freefall (2016)
Freefall is a competitive mobile multiplayer game where players race each other by using grappling hooks. It was built in 24 hours for Amazon's internal Intern Hackathon. It won first place prize.
I worked with 4 other interns. Because I was the most familiar with Unity, I handled integration with Unity's Cloud Multiplayer service, which enabled us to easily allow players to play with each other over cell networks.
Lord of the Stoopids (2015)
I worked on this for the 2015 Global Game Jam. Our team had 2 programmers (including myself), 2 designers, 3 artists, and a music/sound guy. It was a lot of fun, and I feel that we scoped our idea pretty well. It was more feasible, although also less intriguing, than some of our other ideas. I did the majority of the programming. This was done in Unity using C#.
While the game looks like a point-and-click adventure game, it is more of a combining/crafting game with an element of exploration. The premise is that you have crashed on a tropical island with a crowd of Stoopids, and you have to work to keep them alive until rescue arrives. Occasionally the Stoopids will come to you asking for assistance, such as 'we're bored, what do we do?' The game is predicated on having unique and funny flavor text for every combination of item and solutions to the various problems. This humor turns out to be the main appeal of the game.
Block breaker (shrain) mac os.
Download: [Windows][Linux][Mac OS X]
Objection Simulator (2014)
This project was the result of another game jam. The interesting part about this one was that we had all of 3 hours to make the game. That's right, a 3 hour game jam. It was called Glorious Trainwrecks. Fun! I did almost all of the programming. This was done in Unity using C#.
Optic (global Game Jam 2017) Mac Os X
The game is a music rhythm game without a rhythm. When you hit notes correctly, your avatar screams lawyerly encouragements at an unlucky jumper. If you start to miss notes, those encouragements turn deadly.
Download: [Windows][Mac OS X][Linux]