
Skies of Fury
Skies of Fury is a vertical scrolling shooter which hearkens back to the days of great PC shmups such as Raptor: Call of The Shadows and Tyrian. The game is incredibly straight-forward: the player takes control of an advanced military aircraft and within each level tasked with overcoming waves of enemies en rout to a final massive boss encounter.
My responsibilities with Skies of Fury were quite eclectic. Though not solely responsible for the implementation of any one part of the game, I contributed code for the game engine, player controls, user interface, enemy AI, environment, and level implementation. In addition, I was a lead artist for the game, composed the game's music, implemented all sound effects (most sounds having been sampled from open-source sound databases), and contributed to quality assurance. Finally, I contributed to enemy design, player weapon design, and with the exception of the boss fight designed the second level in its entirety.
Skies of Fury was designed and developed in C# leveraging the XNA Framework 3.1 by the Student Game Developers, an on-Grounds CIO at The University of Virginia. The game was released for free in 2009.

Rosetta Stone Game Jam 2010
I participated in the first Rosetta Stone Game Jam in January 2010 on a team representing the Student Game Developers at the University of Virginia. Working with three fellow members, we created an educational word relation game in response to a competition provided prompt within a 36-hour time limit.
My responsibilities for this project included feature implementation, game design, content generation and implementation, and quality assurance testing.
This game was completed using C# leveraging the Microsoft XNA Framework 3.1.

Empyreal
Empyreal is a 2D scrolling shooter which drew inspiration from games such as Zone 66, Traffic Department 2192, Raptor: Call of The Shadows, and Tyrian. The game was designed to be an expansion of Skies of Fury; entities and environments are 3D meshes rather than 2D sprites, the player must complete dedicated objectives to progress, and there was a rudimentary scripted events system which could change the environment.
My responsibilities with Empyreal, as with Skies of Fury, were quite eclectic. I contributed code for the game engine, player controls, user interface, enemy AI, environment, and level implementation. In addition, I was a lead artist for the game, composed the game's music, implemented all sound effects (most sounds having been sampled from open-source sound databases), and contributed to quality assurance. Finally, I contributed to enemy design, player weapon design, and with the exception of the boss fight designed the second level in its entirety.
Empyreal was designed and developed in C# leveraging the XNA Framework 3.1 by the Student Game Developers, an on-Grounds CIO at The University of Virginia.


