Douglas Weller

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Tearable World
Unity and C#
January 2013 - Present

Tearable World was my senior Game Design final project. It is a 2D puzzle platformer for iOS, Android, and PC where the player rotates, tears,and folds his way to advance to the next level. I created the Sound Manager class we use to allow easy calls to the the AudioSource, AudioClip and Listener objects that Unity already has created. It also has functions designed so that only the songs you need for the current scene are loaded, optimizing RAM usage. I also created code that removes parts of platforms from the world when they are folded over.

The game won the award Innovative Design and was nominated Best Game and Technical Achievement for the 2013 Sammy's. The Sammy's are an award show for the various games made during the year for the Game Design program.

Some of our team, including me, are continuing to work on the game to submit for Indiecade, and to ensure release to iOS/Android market places.

Our website

Game Engine - Minigolf/Pool
OpenGL, freeglut and C++
April 2013-June 2013

Pool - Multi Ball Collision

Mini Golf - Roll Direction, Wall Collision

Mini Golf - Reloading to Saved Profile

During my last quarter at UCSC I took Game Engines. In this course my partner and I created basic physics and graphics classes for miniature golf, using OpenGL and freeglut in C++. The physics engine allows for ball collision, multi-ball collision, wall collision, and slopes. Gravity and the graphics class were not fully completed during the quarter..

Climb!
XNA and C#
April 2011 - December 2011

I worked on various parts of the game, from the win screen, damage states, feats, and sound. Worked with a fluctuating team of people. The game is still not released.

Parched
XNA and C#
April - June 2011

I worked with a 4 man team to create this game. I worked on getting score and the HUD. Made the scrolling text for the game as you built pipes. Also created the user interface, so any interaction the player made with the game was done by me Built this over the course of 2 months in Winter of 2011.

Bomb Proxy
GameMaker
April - June 2010

I worked on the level design, some of the art, as well as code that allows the player to choose what to blow up. I also coded a means to reverse and fast forward time for the player's past self. I worked on this game over the course of 2 months during the Winter of 2010.

 

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