History  1995-2000  2001-2004  2004-2007

PixelJunk Racers (PS3/PSN) 2007

Working with Rhod and Dylan, I made an HD 2D casual action game for PSN.  I tried to create something halfway between a slot car simulation and Bomberman.

 

 

 

BOOM BLOX (aka PQRS) (Wii) 2006

Doug asked me to kick off a new Wii title, so how could I resist?  I did some basic R&D with the controller, then a bunch of physics-based gameplay mechanics prototyping.  Working with Lou and Jeff, we managed to cover a lot of design territory very quickly – I think rapid prototyping is quite difficult to get right, but can be very satisfying.




Indie Game Jam 4 (PC) 2006

Because I was experimenting with music games, I volunteered to write the code base for IGJ - a low level, toolkit-y audio library.  The jam occurred over thanksgiving at Chris's house, making it more intimate than previous ones.  

My game was was inspired by previews I read for REZ.  Ie, I imagined it was something like this...  I wanted a game where the music, level, and gameplay all encourage (but not force) the player to use the controller in a visceral way that *feels* good.

While I don't think this turned out to be a very good "game" (mostly due to stupidly picking rather orthogonal mechanics), as a prototype I'm happy with it - it roughly achieved the feel I wanted.




Happycake/Breach (Cell) 2004-2005

Jon and I created a prototype of a Cell-server physics-based action game.  The basic setup was that the player defends a city from attacking robots (including some truly giant ones).  

 

 

 

 

 

 

I wrote an SPU-optimized semi-implicit integrator that used forced decoupling to fit workloads into the local store.  The collision system used a union of convex hulls, and allowed dynamic shattering to very cool destructive effect.   

 

 

 

Creating self-locomoting creatures was actually pretty fun – we spent a lot of time on the low-level motion control and not much on the high-level AI, so they were like the robots of early SF: strong and stupid.  The best part was blowing off their legs and watching them fall - you could do it 100 times and it would never get old.

 

 

 

 

 

 

 

 

 

 

 

 

 

During the project, Jon and I took a weekend to experiment with programmer-generated cities .

 

 

Sony's PixelJunk Racers page

Joystiq preview

a review I like 

 

 

 

 

 

 

 

 

 

EA's BOOM BLOX page with trailer

Newsweek article 

E3 video


 

 

 

GameSetWatch's article

Casey's and Sean's games 

 

my IGJ4 game 'beat butter'

 

 

 

 

 

 

 



Jon's Happycake project notes

Happycake trailer  (divx 113MB)

IBM's paper 

 

 

 

 

 

 

 

 

 

 

Jon's cityjam notes pt. 1 

Jon's cityjam notes pt. 2