I world to build unique and interactive experiences for clients and companies. I have been working with interactive experiences for development for over 15 years. I am constantly looking for new ways to learn new techniques and help out wherever I can.
Feel free to check me out on the following social networks or connect with me in the form below.
A scifi shooter that utilizes the oculus using the Gear VR.
Team | |||
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Myself Developer, etc. |
I am currently doing all of the development on this project. I have also been working on the art for the menu. | Brian Cope Designer/Project Manager |
Designer on the project along with project managing. |
Seth Tremble Artist |
Enemy modeling and environment setup. | Mike Singleton Artist |
Enemy and cockpit modeling. |
Jordan Burke Artist |
Concepting evironment, enemies and the cockpit. |
An addictive game where you try and get guys falling from the sky dressed before they hit the ground.
Team | |||
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Myself Developer |
I was the only developer on this project. I did everything from driving mecanics to user interface. The road is procedural and generated different for every user. | Jason Williford Artist |
All art on intial release. |
Rob Carroll Artist |
All Art on updates. | Brian Cope Project Manager |
Keep everyone on task and working together. |
Jordan Sindalar Quality Assurance |
Tested and checked everything. | Justin Seabourn Quality Assurance |
Tested and checked everything. |
Deliver It is a driving game similar to Smuggle Truck used as training game. The game included humorous descriptions to assist in the training of users. The game consist of a delivery truck that takes a load to the next stop.
Team | |||
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Myself Developer |
I was the only developer on this project. I did everything from driving mecanics to user interface. The road is procedural and generated different for every user. | Seth Trimble Artist |
Environemnt art. |
Mike Singleton Artist |
User interface and truck. | Andy Dombroski Animator |
All design and balancing |
Brian Cope Project Manager |
Keep everyone on task and working together. | Jordan Sindalar Quality Assurance |
Tested and checked everything. |
Justin Seabourn Quality Assurance |
Tested and checked everything. |
Rockpocalypse was developed by the team at Thruster. Our goal was to try and create a branded game for WWE and Dwayne "The Rock" Johnson. The game mechanics are similar to Infinity Blade or Batman mobile games. We utilised Unity's Mecanim to handle animation blending and partial state machine control.
Team | |||
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Myself Developer |
I worked on the main menu, abilities, in game menu, and collectables. Dan and I both worked on the inventory and camera. I also handled the android port. | Dan Wilson Developer |
Dan developed the combat system utilizing mecanim. |
Corey St. Pierre Developer |
Corey integrated several plugins. | Patrick Thomas Lead Artist |
Scene lighting and prop placement. Modeled and textured the props and environment. |
Seth Trimble Artist |
Character modeling. Modeled and textured the props and environment. | Mike Singleton Artist |
Designed the menu and in game GUI. Modeled and textured the props and environment. |
Rob Carroll Artist |
Designed the app store assests. Modeled and textured the props and environment. | Drew Dyksterhouse Animator |
Handled all character animations |
Andy Dombroski Animator |
All design and balancing | Brian Cope Project Manager |
Keep everyone on task and working together. |
Jordan Sindalar Quality Assurance |
Tested and checked everything. | Justin Seabourn Quality Assurance |
Tested and checked everything. |
Great puzzle game that is the right level of simple at first but ramps up quick.
Team | |||
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Myself Developer |
My contribution on the project was a server setup for a puzzle a day that was later cut after release. | Jon Parham Developer |
All game development |
Rob Carroll Developer |
All artwork | Brian Cope Project Manager |
Keep everyone on task and working together. |
Jordan Sindalar Quality Assurance |
Tested and checked everything. |
This was my first project I worked on when I arrived at Thruster. The game is a physics game where you throw Fred Figglehorn around to collect items and complete the story. In the end I think the game was a lot of fun but din't get all the marketing to support it.
Team | |||
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Myself Developer |
I worked on all core gameplay and optimized the menu sytems. | Dan Wilson Developer |
Dan built the menu system and integrated plugins. |
Corey St. Pierre Developer |
Assisted with some plugin integration along with android porting | Seth Trimble Artist |
Character setup and evironment building |
Mike Singleton Artist |
Character setup and evironment building | Rob Carroll Artist |
Art pipeline and inital character design along with effects |
Drew Dyksterhouse Animator |
All animations | Andy Dombroski Animator |
All design and balancing |
Brian Cope Project Manager |
Keep everyone on task and working together. | Jordan Sindalar Quality Assurance |
Tested and checked everything. |
This was my first project I worked on when I arrived at Thruster. The game is a physics game where you throw Fred Figglehorn around to collect items and complete the story. In the end I think the game was a lot of fun but din't get all the marketing to support it.
Team | |||
---|---|---|---|
Myself Developer |
I worked on all gameplay and completed the menu sytems. | Jon Parham Developer |
Jon setup the main menu. Also, worked on a level editor tool that didn't make it into the final build. |
Seth Trimble Artist |
Character modeling and animating. Modeled and textured the props and environment. | Mike Singleton Artist |
Modeled and texture props and enviroment along with the dance animation at the end of the game. |
Andy Dombroski Animator |
All design | Brian Cope Project Manager |
Keep everyone on task and working together. |
Jordan Sindalar Quality Assurance |
Tested and checked everything. |