Archive for April, 2014


So I finally redid my website and updated it with everything I have worked on. Now that I’m using WordPress and it’s easy to update, I’m hoping to continue to add to this site with projects I work on and potentially some sort of blog like content. I have a few ideas for some side projects that I hope to document on here as well. So keep checking back!

Tuesday, April 15th, 2014 Blog Comments Off on Welcome

Stack Rabbit

stackrabbit-iconStack Rabbit is a free-to-play match 3 game starring the Ben the Rabbit. You play as Ben, taking vegetables from a farm and stacking them on your head to help feed all of your nieces and nephews. Your stack could only hold a certain number of vegetables and matches were made within your stack. Each level was a new challenge and you had to beat each level in order to progress to the next. Stack Rabbit had full Facebook integration where you could give carrots ( energy ) to your friends as well as see their progress on your map.

I came on board this project as the Lead Engineer to help get the first update out the door and plan and implement the second update. I mostly worked on performance optimization and bug fixes. Stack Rabbit was one of the first games our studio shipped in Unity3D game engine.

Platforms: iOS and Android ( Windows Phone developed externally using original code base )

Links: download (iOS) | download (google) | download (amazon) | video

Tuesday, April 15th, 2014 Games Comments Off on Stack Rabbit

Where’s My Water? 2

wmw2-iconWhere’s My Water? 2 was the free-to-play sequel to Where’s My Water? This game aggregated all of the different character level types as well as added two new modes: challenge mode and Duck Rush. Challenge mode was a new way to play levels with different goals. Duck rush was a level type where the player was tasked with getting a bunch of water through a sort of obstacle course with a forced scrolling camera. Water 2 had full Facebook integration where your progress and avatar were shown on your friends’ maps.

My role on the project was to integrate and generalize the animation system written for Where’s My Mickey? The new animation system allowed the team to bring  life to six different locations in the world. On top of this, I helped to optimize both performance and memory usage. I also spent some time helping to finish up the Android version of the game. Most of this involved performance optimization and bug fixing.

Platforms: iOS and Android ( Windows Phone developed externally using original code base )

Links: download (iOS) | download (google) | download (amazon) | video

Tuesday, April 15th, 2014 Games Comments Off on Where’s My Water? 2

Where’s My Mickey?


Where’s My Mickey? was a second derivative title based on Where’s My Water? This game introduced a cloud game mechanic and episodic content. Since it was built in conjunction with the new Mickey shorts on Disney Channel, the animation quality had to be on par with the cartoons.

My role on the team was to expand the animation system in the Walaber engine to support animation data coming from the Toon Boom animation engine. Both titles before this one used animations authored in Adobe Flash but the constraints of that system would not have allowed this game to be made. Where’s My Mickey? had two full rigged characters with hundreds of animations each. Because there was so much more data, I had to write a pipeline for incrementally exporting animations and merging them with the super set as well.

Platforms: iOS and Android ( Windows Phone developed externally using original code base )

Links: download (iPhone) | download (iPad) | video

Tuesday, April 15th, 2014 Games Comments Off on Where’s My Mickey?

Where’s My Perry?


Where’s My Perry was our follow up title to Where’s My Water.  Where’s My Perry was featured by Apple and hit #1 across all app stores. It was made in the same engine as Where’s My Water at the same time as we were updating Where’s My Water. The total development time for Where’s My Perry was about 3.5 months. This included developing a completely new set of supporting mechanics. Where’s My Perry also included fully animated cut scenes.

The animations for Where’s My Perry ran off of the same Flash based system I had built for Where’s My Water. However, Where’s My Perry had much higher demands. For example, the animated cut scenes required multiple characters with props attached to their rigs. The current system could not support that. So I spent the majority of development making the animation system more robust as well as optimizing it. Each character in Where’s My Perry had 60+ animations. By the time Where’s My Perry came out, we no longer needed to squeeze the game into a 20 MB download, like we did with Where’s My Water, so this gave us some room to add more.

Platforms:  iOS, Android, ( LG TVs, Windows Phone developed externally with using original code base )

Links: download | video

Tuesday, April 15th, 2014 Games Comments Off on Where’s My Perry?

Where’s My Water?


Where’s My Water was a hit game we developed at Disney Mobile. It’s a water based physic puzzler that was downloaded over 200 million times! We designed and built it in 6 months. It also won an Apple Design Award in 2012. It was #1 on the Apple AppStore, Google Play Store, and Amazon AppStore on multiple occasions.

On top of contributing to the overall design of the the game, my two main focuses on Where’s My Water were writing the water physics and rendering code along with building the skeletal animation system that allowed us to have 40+ animations for each character. This system was based on the Adobe Flash armature. It wasn’t very easy to work with due to the limitation of the armature, but it got the job done. The engine components operated on data exported from Flash but the exporter was very finicky. If I were to make a Flash based exporter again, I’d definitely not rely on.

The engine for this game was a custom built 2D, C++ engine that ran on Android and iOS. It ended up supporting 3 other titles as well!

Platform: iOS, Android, ( LG TVs, Windows Phone developed externally with using original code base )

Links: facebook | download | video

Tuesday, April 15th, 2014 Games 1 Comment

JellyCar 3


JellyCar 3 is the third installment to a casual game series created by Tim FitzRandolph. It is also the first commercial game I worked on. The first one was created solo by Tim, released for free, and was quite the hit with over 6 million downloads on the iTunes App Store. The second one was picked up by Disney and released for $0.99.

This was my first game working for Disney Mobile. Since the tech team was made up of only Tim and I, I had to touch almost all parts of the code. I started off with UI work, as is often the case with programmers new to an engine or framework. From there, I went to gameplay support tasks like writing code for non-core gameplay elements (the car editor/selector), SDK integration (Game Center, Facebook, In-App purchase, Push Notification, etc.) and core-tech (reusable UI Widgets, batch drawing system). Being part of such a small team, I also played a supporting role in some design decisions, though the core of the game was designed and implemented before I ever came on.JellyCar 3 was to take out all of the extraneous stuff from JellyCar 2 and refocus on making the controls better and the core game more fun. JellyCar 3 is a simple game with deep gameplay.

Platform: iOS

Links: facebook | download | video

Tuesday, April 15th, 2014 Games Comments Off on JellyCar 3

Devil’s Tuning Fork

Devil’s Tuning Fork was IGF 2010 Student Showcase Winner!

What if you saw the world with your ears? Devil’s Tuning Fork is a first-person exploration/puzzle game in which the player must navigate an unknown world using visual sound waves. Inspired by M.C. Escher’s classic optical illusion and the echolocation of  dolphins, Devil’s Tuning Fork allows the player to explore a new mode of perception through sound visualization.

On this project I acted as the Project Lead/Tech Lead. As the project lead, I was in charge of keeping the individual disciplines on task and the development of the game in a constant state of forward motion. As the Tech Lead, I handed out tasks to the tech team and acted as an integrator of sorts, making sure everyone’s code fit together and operated without causing problems or crashing the game. I was also responsible for implementing some of the larger systems of the game (animation pipeline, integrating the engine’s implementation of vertex buffer objects, etc.)

Platform: Windows

Links: website | download | video

Tuesday, April 15th, 2014 Games Comments Off on Devil’s Tuning Fork