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Portfolio

Resume: PDF |  TXT |  DOC |  PAGES.ZIP

The following is a list of projects that I have worked on (or am currently working on) for class credit and just for fun!

iP'Zong ~Fall 2008
Common Games Understanding and Learning Toolkit Jan. 07 - May 08
Skookum Feb. 08
Troops & Flags Dec. 07
P'Zong June 07
EleMental May 07
Modabu Dec. 06
Burst Wing May 06
Pentomino 2005 - 2006
Wrath Of Abarnare May 05
Ray Tracer ~Summer 04
Visual Basic games (R3 and WhackAsh) 2000-2001


iP'Zong! (~Fall 2008)

  

Description: This is a port of my homebrew DS game P'Zong for the Apple iPhone and iPod Touch platforms. I will release it sometime this fall for free on the App Store.

Downloads: Coming Soon


Common Games Understanding and Learning toolkit (Jan. 2007 - May 2008)


  

Description: To integrate a suite of tools for visualization and analysis of human and AI players in FPS/3PS games. These tools include:

For more information visit the website: http://playground.uncc.edu/GameIntelligenceGroup/Projects/CGUL/

Downloads: available here


Skookum (Feb. 2008)


     

Description: Skookum is a classic adventure game with a few modern twists. When interacting with an NPC, the player can choose to type their own dialog instead of choosing from the given options. This game was produced for the Microsoft Dream-Build-Play warmup challenge to produce an AI based game. We used AIML for the dialog, A* path planning for the moving NPCs and automatic decomposition of the environment for navigation and collision detection. I was the lead developer on the project and was responsible for most of the engine and gameplay along with integrating these AI techniques into the game.

More info and downloads at: http://playground.uncc.edu/GIG/Games/Skookum


Troops & Flags (Dec. 2007)

  

Description: Troops & Flags is a turn-based strategy game that was created by a team of five people for the Intro to Game Design and Development course. We used devkitPro and PALib to develop it for the Nintendo DS (same as P'Zong below). We split the workload by Model/View/Controller and my job was the View. I created the sprites (though the bigger graphics were done by our team artist). I developed the View class that managed the which sprites are in memory and where to render them. I also did some of the controller class.

Downloads: NDS file | Source


P'Zong! (~June 2007)

  

Description: This is a derivation of Pong with a twist! The goal is to bounce the ball with your paddle to increase your score and beat the level. Each level makes the ball go faster! But you can slow down the ball by making noise into the DS microphone :)

This is my first DS project and I am very pleased with the results but of course theres lots more to be done. I want to add better physics (or physics, period!), maybe some animation and high score saving. The microphone usage was inspired by "Tilt SCREAM Pong" which is a mac game. The graphics are all done by my brother, thanks Ku!

Videos: MOV

Downloads: NDS file | Source


EleMental (May 2007)


     

Description: A first-person shooter where the environment is your weapon. Use the powers of earth, wind, fire or water to devastate your opponents! You can also modify the terrain of the world in real-time, raising it up to form a wall or dropping it down to make deadly pits.

This game was developed in XNA Game Studio Express using C# and DirectX. I worked on this game for my Game Design and Development studio class in Spring 2007. I was the lead programmer on the team and so my responsibility was to concentrate on the game as a whole and making sure the experience from start to finish was a good one. This includes the menu system, the Player class, the AI and the game flow logic for each of the game modes in the game.

Website: http://www.darkwynter.com

Videos: Terrain mod demo


Modabu (December 2006)

     

Description: You are stranded on a strange planet inhabited by weird creatures called modabus. They only breed through ancient chambers that must have been left by a civilization that no longer exists. In order to get home you must breed the right modabu for the tasks at hand.

This project was for my Game AI class in Fall 2006, my team chose genetic algorithms as our AI technique. The game requires the player to use the Evolution chamber to "breed" the modabus using the genetic algorihm to get the one thats most fit for a given task. In the case of the level we implemented, that task was a laser cannon which required low strength but high intelligence. My main responsibilities in the team were the modabu AI behavior, job sites, jorb deposits (resources), and I implemented the Konami code into the game just for fun!

Downloads: Windows EXE | PC/360 source | PC package | Xbox360 package


Burst Wing (May 2006)


  

Description: A fixed-path flight shooter where enemies are constantly coming at you, how long can you last?

I worked on this for my Game Engine Design class in Spring 2006. Our focus was to use heirarchical bounding spheres so a piece of a ship could detach and become debris and we could know exactly where the intersection occured on the ship. Also we applied various graphics techniques we learned in the course such as bump mapping, multi-texturing, and environment mapping. Unfortunately I can only get the game to run on Mac OS X (PowerPC only) because we used my Powerbook to develop it. I hope to make it multi-platform in the future.

Videos: Demo1, Demo2

Download: Mac OS X (PPC)


Pentomino (~2005-2006)

Description: Bubbles will rise to the top of the board in clusters, try to make lines to pop the bubbles. There are three special kinds of bubble clusters: Special (pop any one of the bubbles and they all go), Strong (each bubble must popped twice to disappear), and a combination of Special+Strong (pop any one bubble and they all turn into normal bubbles).

This is the beginning of a concept a friend and I have been working on for quite some time. I created this game as mostly a proof-of-concept prototype for our game idea called "Cinco Trozo" (five-piece). I won't go into too much detail but its a story-heavy puzzle game with multiple story arcs and endings.

Downloads: Windows | Linux (Debian) | Mac OS X (universal)


Wrath of Abarnare (May 2005)

  

Description: The council has chosen you to leave the town and find more energy resources for your people, fight the bandits and monsters on your path

So after my friend and I took the Computer Graphics class we were hyped about making a 3D game engine by ourselves in OpenGL. When we saw the Intro to Game Development class being offered we jumped on the opportunity. We did manage to get a decently running engine working, however, the game suffered. The engine (which we called Project Evolution) had a terrain represented as a quad-tree with real-time level of detail running on it so it would swap different patches of terrain in and out depending on how far the player was. We did have a great combat system implemented though that involved attacking, shielding, fake attacking and fake shielding. I had shared responsibility of the graphics engine and I also worked on the collision detection and the game logic.

Videos: Terrain LOD demo


Ray Tracer (~Summer 2004)

  

This isn't a game but it was a neat little app I made. Its a ray-tracer that handles spheres and planes. If I get time I hope to expand it further and even handle regular polygons which would allow me to load in any model and ray trace it.


Visual Basic games

Revenge Respite Retribution(~2001)

Description: Its an ordinary day at Provolone High when David discovers he is actually a mage descendant and when Troy, Brandon, Wes and Priyesh taunt him he sends each of them tumbling through time. Can our heroes make it home safely?

Its a 2D sidescrolling RPG that was created using Visual Basic 6 for my Programming II class in high school. The player had an inventory that would pop up another window, and battles (that were turn-based) would happen on another window as well. This was a lot of fun to work on and was probably my first full game that could be beaten (though only in a few minutes) and had a story to it.

Whack-Ash! (~2000)

     

Description: Hate Pokemon? or maybe you just hate the main character Ash Ketchum? Unleash your anger and Whack Ash!

This game was also done in Visual Basic 6 and was born out of my hatred for the main character in the Pokemon TV series (though I don't mind Pokemon in general). Its essentially Whack-a-mole with Ash's head replacing the mole. It started out as a simple game but I eventually added a single player arcade mode where the score requirements would increase and I even added a Bonus round in the middle called "Whack-Team-Rocket" where the heads of James, Jesse and Meowth would appear instead of Ash. I even had a final boss which was "Mewtwo" and he could actually fight back by randomly decreasing your score or your time. It was a lot of fun to make and I was quite proud of it.

Download both: Windows EXE
The zip file also contains the .dll and .ocx files needed to run the games