Projects

Professional and Personal Work

Projects

Professional and Personal Work

Time-Logic

Assembler Inc

Time-Logic is Assembler Ltd's premiere software. Time-Logic is a forensic delay analysis tool, which detects and provides early prevention of delays in large-scale commerical construction projects. I worked on several modules for the software, which included a User Login form, in-app HTTPS integration for sending calculations, and optimization of the Radar View among other things. You can read more about Time-Logic here: https://time-logic.com/

Time-Logic is sold in partnership with Systech International as Systech Delay Analysis Software in Canada and Australia regions, which won the RICS APAC Awards 2022: Australia, Innovation Award.

Beelzebug (In-Development)

Carnivorous Arts

Beelzebug is a side-scrolling beat em' up, inspired largely by the classic arcade game, Kung Fu. Players take on the role of a half-man, half-fly mutant, as he uses his Kung Fu abilities to battle his way through a chaotic office building filled with man-eating plants, overgrown frogs, demons and toxic coworkers! Learn new fighting abilities and unlock powerful fly forms, such as the firefly, botfly, and more!

Beelzebug is a game by Thomas Adam Long and is currently in development. I am largely working on the environments, which inlcudes decor, tilemaps, as well as background animations, and some scripting.

Stop Zone

Benchmark Games International

Stop Zone is a Midway inspired redemption game that relied on quick reflexes in order to win the bonus. After inserting a credit, the game would countdown and the arrow would drop. Player's had to try and stop the arrow on the bonus score, by pushing the button on the console. A hybrid of custom-built IO and Unity is used to accurately determine where the arrow stopped in relation to the score on the screen. After each play, the playfield shuffles itself, moving the bonus further up or down the screen, as well as repositioning the other score zones.

I used Unity to create the video component of the game, and was responsible for the majority of the programming and asset creation and integration. The score zones are instantiated and then positioned and scaled to exact pixel sizes on the screen, to accurately match the scoring position of the arrow.

Space Jump

Benchmark Games International

Space Jump is the first game Benchmark developed to incorporate full-body input. Players jump up and down on the jump pad, which powers a rocket upward. Players try and aim for the bonus planet, which is near the center of the field. Gameplay required players to juggle the rocket up and down, jumping and stopping to maintain the rocket position. I created the instructional video which played in a loop at the bottom of the playfield. Check out the video by United Distributing Company showcasing Space Jump's features and gameplay below:

Puzzled

Benchmark Games International

Puzzled started off as a touch-screen based game, where players would have to put together a puzzle as quickly as possible before the timer ran out. The touch component was eventually dropped in favor for an array of thirteen buttons, one for each unique puzzle piece. This version of Puzzled played much like the Bay Tek Entertainment's Perfection, a redemption game based on the Milton Bradley game of the same name. Players had to match the correct button to the empty piece on the screen within the time-limit.

I mainly worked on designing and programming the gameplay for Puzzled. I also created, animated and integrated a majority of the game assets.

Total Eclipse

Benchmark Games International

Total Eclipse was the first game I worked on at Benchmark Games. It was a reimagining of an earlier Benchmark hit called Wheel Deal X-Treme. Total Eclipse was initially a single player game, and was later expanded into supporting up to four simultaneous players, in a cabinet design that paid homage to the original Wheel Deal X-Treme. I largely worked on game assets, animations and asset integrations into Unity. Check out the video by Primetime Amusements showcasing Total Eclipse's features and gameplay.

The playfield consisted of a large wheel with large suns and smaller stars of various sizes. Players would release a puck, which would travel down the arm guide. Timing the release perfectly would cover the sun, causing a "total eclipse", which would trigger a bonus sequence in the center of the playfield. The bonus sequence would fire a ball from a hole in the center of the wheel, which would then roll down a ramp, and into one of the bonus holes. Total Eclipse eschewed the typical 7 segment displays for four individual LED screens, where credit and ticket information was displayed with colorful graphics. Animations were triggered when players successfully covered a sun or star.

Odyssey by Raheleh Filsoofi

Collaboration with Mike Maier

Raheleh is a talented multidisciplinary artist. She is the winner of the 1858 Contemporary Southern Art Award, and currently teaches at Vanderbilt University. Odyssey is an installation depicting Raheleh's journey as an artist. Read more about Raheleh and her work in the link below.

Odyssey

I collaborated with Raheleh on the video pieces in her installation, where I provided animation, rotoscoping, and other motion graphic elements.

Logitech MX Revolution

Mike Maier

Hardsurface Modeling project of the Logitech MX Revolution. This project was originally a modeling test I was given at Virtual Prophecy Entertainment.

Modeling, Textures, and Rendering by Mike Maier

Mishap 2: An Intentional Haunting

Virtual Prophecy Entertainment

Mishap 2 is a hidden object game. It features a fun, quirky story, beautifully rendered 3D graphics and a variety of mini-games.
Mishap2

I worked on Mishap 2: An Intentional Haunting as an environment artist, creating 3D models and assets for various environments and rooms.

Piano Animation

Mike Maier

I created this short film for a six week production class I took. The piano keys and hammers were my first time rigging a mechanical system. I used a group-based driver system to automate the animation of the hammer, each time a key was pressed. Created with Maya and rendered with mentalray.

Modeling, Textures, Rigging and Animation by Mike Maier
Music - 1 Ghosts I by Nine Inch Nails - Copyright by The Null Corporation.