Metroid Prototype

Languages: C++, Ogre3D, BOOST, PhysX 3.2.x

Platform: PC

Date Created: April 2013

This is part of a networking project where server and client connections were written using boost::asio sockets using the UDP protocol and dead reckoning was used for client updates. The server supports drop-in/drop-out connections, the simulation is run both server-side and client side, but all property updates and creation/destruction events are controller server-side.

This project is part of a general purpose engine I've been working on in my spare time written in C++, using Ogre3D and PhysX. I am working toward making a more robust networking engine as part of this general purpose engine that supports UDP reliable packet delivery, UDP punch through, and other features.


Languages: C#, Unity 3.5

Platform: PC (Try it yourself)

Date: April 2012

A first person style puzzle platformer where the objective of the game is to navigate between cubes to get to the end goal. This was another collaborative game done with the George Brown game program students with the Designers, the Artist, and the Programmers. My task was to make the GUI elements and menus, as well as helping level building/design, as well as finding and fixing persistent bugs in the project.


Languages: C#, Unity 3.5

Platform: Mobile (iOS target) Try it yourself (old demo version)

Date: Summer 2013

A mobile version of the Crokinole boardgame invented in Canada over 100 years ago. This version has Tutorials, Pass and Play, One Player versus an AI. Features also include integration with Apple's Game Center with online play against your friends and strangers with leaderboard integration.

Wario's Woods Clone

Languages: C#, XNA

Platform: PC

Date Completed: March 2012

This was part of a class project to create a networked game using XNA, allowing 2 players to play locally or over a network.

The Nutjob Game

Languages: Flash AS3

Platform: Web (Try it yourself)

Date Completed: May 2011

This is an implementation of my simple flash physics engine. This project was a collaboration of the George Brown game program students with the Designers, the Artist, and the Programmers. It was my task to create the physics engine and with the other programmers to create a level creation system using Adobe Flash's editor.