Sort by:
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Title
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Target Platform
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Development Language
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Company/Publisher
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>Publish Date<
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Unreleased casual game
|
A simple casual action/puzzle game.
|
|
| Company: |
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LimeLife, Inc. (2006-2009) |
| Platform(s): |
|
J2ME Mobile Platform |
| Language: |
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Java |
| Date Developed: |
|
2008 |
| Date Published: |
|
|
| Position(s): |
|
Lead Developer |
| Tasks: |
|
Consulted designers and artists regarding requirements and
technical limitations. Created all game and shell code (some of
which sits atop an API for text and menus). Helped tune game
rules and gameplay action. Created a tool to convert PNGs
to bitmasks during build-time; bitmasks used for pixel-perfect
collision detection in-game, as well as intelligently
applying decals to objects. Created code to alter PNG palettes
at runtime (prior to rendering) using hue shifting. Designed
a system (not used in this game) for mapping gradients to
PNGs. Used intelligent splitting of bitmaps as a way of
determining connection points and locations of objects,
without requiring hard-coded coordinates. |
| Key Features: |
|
- (Game has not yet been released.)
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| |
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Top Chef Challenge (aka Top Chef: The Mobile Game)
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A collection of mini-games inspired by the 'Top Chef' television
series from BravoTV, wrapped within a graphics-rich interface.
|
|
| Company: |
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LimeLife, Inc. (2006-2009) |
| Platform(s): |
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J2ME Mobile Platform |
| Language: |
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Java |
| Date Developed: |
|
2007 |
| Date Published: |
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2007 (AT&T, T-Mobile) |
| Position(s): |
|
Developer |
| Tasks: |
|
Consulted designers and artists regarding requirements and
technical limitations. Created menu system (some utilizing an
underlying element/widget system), 'Dish Mania' (dishwashing-themed
puzzle mini-game), 'Pans In Panic' (cooking-themed
timer-based mini-game), 'Trivia Challenge' (trivia mini-game),
pop-up dialog interface, NPC interaction interface, and rich
text/graphics displays (using element subsystem). Designed pseudo-3D
'Kitchen' screen display and worked with the project's other
programmer as he implemented it. Helped porting team with initial
launch on a tight deadline. |
| Key Features: |
|
- Scalable feature-set
- Graphics and UI scalable from 'small' through 'large, wide-screen'
displays and aspect
- Graphics tricks (mirroring, flipping, tiling, palette swap) used
to provide a richer interface while still fitting within space
requirements
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In Style Mobile
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Style news and shopping lifestyle application with celebrity photos,
the information about fashion and beauty trends, and shopping info. Reviews:
Mobile Insider, March 2007
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| Company: |
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LimeLife, Inc. (2006-2009) |
| Platform(s): |
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BREW Mobile Platform |
| Language: |
|
C |
| Date Developed: |
|
2006-2007 |
| Date Published: |
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2007 (Verizon Wireless) |
| Position(s): |
|
Lead Developer of Framework Platform Port |
| Tasks: |
|
Implemented the majority of a BREW "platform port" of a
J2ME-based framework consisting of a UI layout engine, networking
layer and byte-compiled scripting language, creating an application
"player" (ported from the original Java source to C/C++) and
migration and build-related tools.
Created initial ports of InStyle for over 40 handsets,
grouped into a handful of (mostly size-differentiated) builds.
Updated application script code and engine code, as needed, to fix
bugs and support various handset features (one- or two-softkeys,
hardware QWERTY keypads, landscape/widescreen displays, etc.) |
| Key Features: |
|
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VZW Sudoku
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Sudoku math puzzle game with built-in solver and millions of puzzles
available without download or delay. Included various difficulty levels,
hint and 'pencil mode' options, and puzzle input mode and validator.
Allowed storing games by name, for later completion.
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| Company: |
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Penultimate, Inc. (2003-2006) |
| Platform(s): |
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BREW Mobile Platform |
| Language: |
|
C |
| Date Developed: |
|
2005-2006 |
| Date Published: |
|
2007 (Verizon Wireless) |
| Position(s): |
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Lead Designer,
Lead Developer,
Artist,
Porter |
| Tasks: |
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Proposal, mockup, code design and development, ported puzzle solver code, created artwork, tested, ported to 115 handsets prior to
leaving the company (all passed NSTL testing; over 70 handsets listed on VZW website as of October 2007) |
| Key Features: |
|
- Pre-generated puzzle data shipped with app. that allows for millions of game variations
- Solver included, to allow input of puzzles from newspapers/books/etc. for play or solution
- Numerous difficulty levels, including Training mode
- Multiple levels of move Undo
- 'Hint' feature highlights cells which can be most easily solved now
- Player pays a time penalty for requesting hints or clues (cost depends on difficulty level)
- Mini-number mode allows up to 4 'proposal' digits to be displayed in a cell
(shown on-screen at all times, even on 96px tall handsets!)
- Numerous games could be saved and reloaded
- Supported triple-tap or hardware QWERTY keypad entry
- Three high scores ("best times") recorded per difficulty level
- Game paused on exit ([END] key, clamshell close, etc.) and could be resumed after re-launch
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(Canceled Project)
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An action-style scrolling game for J2ME (licensed from a third party).
|
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| Company: |
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LimeLife, Inc. (2006-2009) |
| Platform(s): |
|
J2ME Mobile Platform |
| Language: |
|
Java |
| Date Developed: |
|
2006 |
| Date Published: |
|
N/A |
| Position(s): |
|
Developer,
Porter |
| Tasks: |
|
Took the original J2ME game and redesigned the user interface
(menus, game UI, help system, etc.). Improved adherence to carrier
requirements and prepared app. for porting to various J2ME handsets,
prior to project being canceled. |
| Key Features: |
|
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Girl's Night Out Solitaire
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Klondike and Freecell solitaire game.
|
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| Company: |
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LimeLife, Inc. (2006-2009) |
| Platform(s): |
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J2ME Mobile Platform |
| Language: |
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Java |
| Date Developed: |
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2006 |
| Date Published: |
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2006 (Sprint) |
| Position(s): |
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Porter |
| Tasks: |
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Porting LimeLife's J2ME solitaire game to Sprint J2ME handsets. |
| Key Features: |
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Entombed!
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A one- or two-player scrolling maze game based on an Atari 2600
game from 1982. Players must survived the depths of a constantly-scrolling
maze without hitting the top of the screen, or being touched by a
randomly-appearing zombie. A special item allows players to destroy
(or create) wall pieces, which affects the maze symmetrically, allowing
a player to block their opponent's progress.
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| Company: |
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New Breed Software (1996-present) |
| Platform(s): |
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Linux Desktop, Microsoft Windows |
| Language: |
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C |
| Date Developed: |
|
2005-2008 |
| Date Published: |
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2005-2008 (Self-Published (Open Source)) |
| Position(s): |
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Lead Developer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game and code, and artwork. |
| Key Features: |
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Teeter Torture
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A 2D shooting game based on the prototype arcade game
"Teeter Torture," which is similar in some ways to
Space Invaders or Galaxian.
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| Company: |
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New Breed Software (1996-present) |
| Platform(s): |
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Linux Desktop |
| Language: |
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C |
| Date Developed: |
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2005-2007 |
| Date Published: |
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2005 (Self-Published (Open Source)) |
| Position(s): |
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Lead Designer,
Lead Developer,
Artist |
| Tasks: |
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Developed game code based on original's gameplay. Created artwork. |
| Key Features: |
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- Full-screen explosion special effect
- Composited sprite objects, to handle angled game surface
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Word Nerd
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A single- and multi-player word puzzle utilizing networking and
BREW app-directed wakeup SMS (text messages). Players attempt to
come up with as many valid English words as they can, based on
a nine-letter jumble. Reviews:
GameSpot: 7.7, September 2005
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| Company: |
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Penultimate, Inc. (2003-2006) |
| Platform(s): |
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BREW Mobile Platform |
| Language: |
|
C |
| Date Developed: |
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2004-2005 |
| Date Published: |
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2005 (Verizon Wireless) |
| Position(s): |
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Lead Designer,
Lead Developer,
Porter |
| Tasks: |
|
Created original design and mockup artwork for proposal, then
implemented BREW code. Designed and implemented MySQL database and
PHP scripts for multiplayer interaction, SMS gateway communication
and leaderboard. Generated compressed dictionary for offline
games. Ported to, and released on, 27 Verizon Wireless handsets
across various manufacturers. Over 17,000 players registered by the
time the game was sunset by Verizon, between August 2005 and August 2006. |
| Key Features: |
|
- Two-player mode utilized app-directed SMS to alert opponents of invitations/challenges and game updates
- Player could be invited or challenged, even when the app was not running
- Players played relatively simultaneously, with the same set of letters
- Game server provided word validation based on a ~250,000-word dictionary
- Player's scores shown side-by-side, to show which words their opponent got that they didn't, and vice-versa
- Nine-letter combinations made from jumbled English words
- Score bonuses for uncommon letters or for discovering the nine-letter word
- Player's statistics (wins, loses, draws, rank, rating) available to player, and shown to opponents at game start
- Leaderboard showed top players, their ranking and rating, and allowed for challenges
- Player's most recent opponents stored, allowing for easy invitation to new games
- Players could choose to not receive challenges and/or invitations
- Game paused on exit ([END] key, clamshell close, etc.) and,
within a time-limit, would auto-resume upon re-launch
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BattleTank
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A first-person 3D vector-based tank warfare game, similar to
the classic arcade game "BattleZone".
|
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| Company: |
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Penultimate, Inc. (2003-2006) |
| Platform(s): |
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BREW Mobile Platform |
| Language: |
|
C |
| Date Developed: |
|
2004 |
| Date Published: |
|
2004 (TATA Indicom (India), Verizon Wireless Puerto Rico) |
| Position(s): |
|
Designer,
Lead Developer,
Porter |
| Tasks: |
|
To reduce app. download size, a multi-threaded one-time
initialization sequence calculates and stores 3D objects.
Utilizes fixed-point math, trigonometric look-up tables, and
frames-per-second (FPS) scaling to support numerous handset
classes. |
| Key Features: |
|
- Utilized fixed-point math for 3D objects, rotation and movement
- Timer-callback-based 'threading' system used for initial, one-time 3D calculation routine
- Pre-rotated objects stored in look-up tables to reduce use of math during gameplay
- Objects re-used to reduce storage or RAM requirements (e.g., turrets and bullets were the same object)
- Seamless world which wrapped around on itself (cannot drive into the horizon)
- Increasingly difficult waves, with different numbers and combinations of enemies
- Game paused on exit ([END] key, clamshell close, etc.) and could be resumed after re-launch
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Lunar Lander
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Vector-based moon landing simulator that automatically scaled to
various screen sizes.
|
|
| Company: |
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Penultimate, Inc. (2003-2006) |
| Platform(s): |
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BREW Mobile Platform |
| Language: |
|
C |
| Date Developed: |
|
2003-2004 |
| Date Published: |
|
2004 (Verizon Wireless, MetroPCS) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist,
Porter |
| Tasks: |
|
Utilized fixed-point math, line intercept routines for
exact collision detection, and trigonometric look-up tables for
rotation. |
| Key Features: |
|
- Utilized fixed-point math for scaling, rotation and movement
- Line-intercept collision detection
- Game screen seamlessly scaled to various handset screen sizes
- Increasingly difficult levels, with higher bonus values for success
- Game paused on exit ([END] key, clamshell close, etc.) and could be resumed after re-launch
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Tux Paint
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A drawing and painting program designed for children as young as 3 years old. Reviews:
Included in the ASUS Eee PC sub-notebook;
SchoolArts magazine, May/June 2007;
MacWorld magazine, April 2007;
Computers in Libraries magazine, March 2007;
Linux Journal magazine, October 2005;
SoftGo: 5 out of 5;
CreativeMac, March 2007;
CNet Download.com: 4 out of 5;
Softpedia: 'Excellent' Edtiors Review, 5 out of 5 'Pick' award;
Connected Photographer, May 2006
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| Company: |
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New Breed Software (1996-present) |
| Platform(s): |
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Linux Desktop, Microsoft Windows, Mac OS X |
| Language: |
|
C |
| Date Developed: |
|
2002-2008 |
| Date Published: |
|
2002-2008 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Initial mockup and design, developed application code, managed dozens of
translators and art contributors, and numerous code contributors. Downloaded
over 1.2 million times (between initial release, mid-2002, and April 2007). |
| Key Features: |
|
- Numerous drawing tools with simplified interfaces
- Utilizes 'gettext' and TrueType Fonts, providing localization into over 70 languages (as of April 2007)
- Special layered mode provides for coloring-book-style imagery and images with simulated depth
- SVG vector graphics and PNG bitmap graphics supported, for clipart
- Later, ported to the Sharp Zaurus PDA
- Later, ported to the One Laptop Per Child 'XO'
- Later, ported to the Nokia Maemo tablet device
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Agendaroids
|
A 2D vector-based asteroid shooting game, similar to
"Asteroids". Reviews:
"You did an awesome job from the user perspective of
Agendaroids, I haven't cracked open the code, but it
looks and runs *great*" - Shane Nay, Agenda Computing,
2001
|
|
| Company: |
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New Breed Software (1996-present) |
| Platform(s): |
|
Agenda VR3 PDA |
| Language: |
|
C |
| Date Developed: |
|
2001-2002 |
| Date Published: |
|
2001-2002 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Designed and developed. Later ported to Linux Desktop and
later Sharp Zaurus PDA as "Vectoroids", then parts used for
BREW Mobile Platform "Blasteroids", for Penultimate, Inc. (2003-2006). |
| Key Features: |
|
- Fixed-point math for fast vector graphics
- Trigonometric look-up tables for fast rotation
- Used PDA's piezo buzzer for sound effects
- Sensible use of Agenda VR3 hardware buttons
- Game paused on exit, and could be resumed after re-launch
|
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| |
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Aliens
|
A 2D shooting game inspiried by both Space Invaders and
Galaxian, with game variations for both style of games. Reviews:
Included by Agenda Computing in later revisions
of Agenda VR3 devices.
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Agenda VR3 PDA |
| Language: |
|
C |
| Date Developed: |
|
2001 |
| Date Published: |
|
2001 (Self-Published (Open Source)
, Agenda Computing) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code and artwork. |
| Key Features: |
|
- Sideways (landscape) play on the PDA
- Used PDA's piezo buzzer for sound effects
- Two game variations: "Marching" and "Swooping"
- Game paused on exit, and could be resumed after re-launch
|
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Brick Out
|
A brick-and-paddle game, similar to "BreakOut" or "Arkanoid."
Initially created in Xlib for the Agenda VR3 PDA,
later ported to libSDL for the Sharp Zaurus PDA.
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Agenda VR3 PDA, Sharp Zaurus PDA |
| Language: |
|
C |
| Date Developed: |
|
2001-2002 |
| Date Published: |
|
2001-2002 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code and artwork. |
| Key Features: |
|
- Stylus or button controls
- Multiple level layouts and brick types
|
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| |
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PDA Maze
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A first-person perspective maze game.
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Agenda VR3 PDA |
| Language: |
|
C |
| Date Developed: |
|
2001 |
| Date Published: |
|
2001 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code and artwork. |
| Key Features: |
|
- Stylus or button controls
- Pre-rendered wall, floor and sky bitmaps used for speed
- Horizontal scroll effect used to simulate 3D rotation
- Randomly-generated mazes
- Various game options: Maze size, timer, mapping modes
- Game paused on exit, and could be resumed after re-launch
|
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| |
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Tux, of Math Command (TuxMath)
|
A 'Missile Command'-inspired fast-action math puzzle for
young children. Reviews:
Included in the ASUS Eee PC sub-notebook
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Microsoft Windows, Mac OS X |
| Language: |
|
C |
| Date Developed: |
|
2001-2002 |
| Date Published: |
|
2001-2008 (Self-Published (Open Source)) (maintained by others) |
| Position(s): |
|
Lead Developer |
| Tasks: |
|
Took initial game concept and artwork and created prototype game
in under one week. (Now maintained by others.) |
| Key Features: |
|
|
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| |
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Vectoroids
|
A 2D vector-based asteroid shooting game, similar to
"Asteroids". Reviews:
3rd Place in the No Starch Press "SDL Game Programming Contest", January 2002;
Zaurus Free Software of the Month, April 2003 Sharp Zaurus Newsletter
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Microsoft Windows, Sharp Zaurus PDA |
| Language: |
|
C |
| Date Developed: |
|
2001-2002 |
| Date Published: |
|
2001-2002 |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Ported to Linux Desktop from "Agendarounds" on the Agenda VR3 PDA,
adding color, sound and music. Then ported to Sharp Zaurus PDA. |
| Key Features: |
|
- Fixed-point math for fast vector graphics
- Trigonometric look-up tables for fast rotation
- Game paused on exit, and could be resumed after re-launch
- Later ported to the GamePark GP2X handheld game system
- Later ported to the GamePark GP32 handheld game system
- Later ported to the Sony PlayStation Portable (PSP) handheld game system
- Later ported to the Sega Dreamcast home video game console
- Later, ported to the Nokia Maemo tablet device
|
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| |
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Bug Squish
|
A fast-action mouse clicking game: squish bugs before they suck all
of your blood. Reviews:
'B' rating from Linux for Kids;
Linuxberg: 3 out of 5;
Linux For You magazine: 3 out of 5
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Mac OS X, Microsoft Windows |
| Language: |
|
C |
| Date Developed: |
|
2000-2002 |
| Date Published: |
|
2000-2002 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code and artwork. Later scaled to
fit game on PDA screen. |
| Key Features: |
|
- Fast-action waves with varieties of enemies.
|
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| |
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Circus Linux!
|
A bouncing game similar to BreakOut, based on Circus! and
Circus Atari. Reviews:
GP32 Homebrew Reviews: 8.3 out of 10;
'A' rating from Linux for Kids;
Linuxberg: 5 out of 5
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Mac OS Classic, Mac OS X, Microsoft Windows |
| Language: |
|
C |
| Date Developed: |
|
2000-2001 |
| Date Published: |
|
2000-2001 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Designed and developed game code. Requisitioned artwork and music
conforming to game theme. |
| Key Features: |
|
- One- and two-player modes (including cooperative)
- Game variations: Barriers, Bouncy balloons, 'Clear All' mode
- High score table covering all game variations
- Mouse, keyboard, joystick or paddle controls
- Later ported to Sony PlayStation Portable (PSP) handheld game system
- Later ported to Sega Dreamcast home game console
- Later ported to GamePark GP32 handheld game system
|
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| |
|
Defendguin
|
A fast-action 2D side-scrolling shooter, based on "Defender." Reviews:
GP32 Homebrew Reviews: 8.0 out of 10;
"Prepare yourself for a high-energy, fast-paced shoot-em-up", Linux Journal magazine, October 2004
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Microsoft Windows |
| Language: |
|
C |
| Date Developed: |
|
2000-2006 |
| Date Published: |
|
2000-2006 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code, and created artwork. |
| Key Features: |
|
- One- and two-player modes
- Keyboard or joystick control
- Variety of enemies and escalating levels
- End-game boss and end-of-game sequence
- Variety of CPU-inexpensive special effects ('warp-in', starfields, etc.)
- Later ported to Sony PlayStation Portable (PSP) handheld game system
- Later ported to Sega Dreamcast home game console
- Later ported to GamePark GP32 handheld game system
- Later ported to Nintendo DS handheld game system
|
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| |
|
Solitaire
|
A web-based solitaire (patience) card game. Reviews:
Ultimate WebTV Search: Hot50 sites ranking, May 2000;
Ask Jeeves Silver Platter award, July 1999
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
2000-2005 |
| Date Published: |
|
2000-2005 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed HTML and game code, co-developed
HTTP serving routines, created artwork. |
| Key Features: |
|
- Completely server-based (no plug-ins required); any HTML client can play.
- Written as a stand-alone HTTP server to increase performance
- Server state dumped to disk on shutdown, and reloaded and startup, for reduced downtime when updating server software.
- Plays 'Klondike' and 'Draw 3' variations
|
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| |
|
SuperTux
|
A 2D scrolling jump-and-run game inspired by 'Super Mario Bros.'
for the Nintendo NES. (Now maintained by others.)
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Microsoft Windows, Mac OS X |
| Language: |
|
C |
| Date Developed: |
|
2000 |
| Date Published: |
|
2000-2008 (Self-Published (Open Source)) (maintained by others) |
| Position(s): |
|
Lead Developer,
Lead Designer,
Artist |
| Tasks: |
|
Initial scrolling game engine, collision detection, bonus objects
(coins, power ups), and a small set of AI enemies. |
| Key Features: |
|
- 2D scrolling.
- Variety of enemy types and interactions ('turtle'
enemy can be used to hurt others).
- Variety of level elements and interactions (e.g.,
breaking bricks, bonus boxes, etc.)
|
|
| |
|
Mad Bomber
|
A fast-action catching game based on the classic video game "Kaboom!" Reviews:
GameHippo.com: 8 out of 10;
LinuxBerg: 4 out of 5;
'A' rating from Linux for Kids
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Sharp Zaurus PDA |
| Language: |
|
C |
| Date Developed: |
|
1999-2003 |
| Date Published: |
|
1999-2003 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Developed game code and artwork based on the original. Scaled down and
ported to Sharp Zaurus PDA. |
| Key Features: |
|
- Stereo sound (pans depending on object location)
- 'Classic' and modern themes
- Mouse or keyboard control.
- Later ported to Microsoft Windows
- Later ported to Gamepark GP2X handheld game system
|
|
| |
|
Web Same
|
A web-based piece-matching puzzle game.
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
1999-2006 |
| Date Published: |
|
1999-2008 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Code design and development. |
| Key Features: |
|
- Web-based CGI.
- Runs in literally any web browser.
- Different difficulty levels available.
|
|
| |
|
BoboBot
|
A 2D jump-and-run game inspired by the 'Megaman' series for Nintendo NES.
Traverse multiple levels, defeat each level's boss, and gain a special
weapon you can use on the other levels. (Unfinished game.) Reviews:
4-Star rating at LinuxBerg.
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop |
| Language: |
|
C |
| Date Developed: |
|
1998-2000 |
| Date Published: |
|
1998-2000 (Self-Published (Open Source)) (unfinished) |
| Position(s): |
|
Designer,
Lead Developer,
Artist |
| Tasks: |
|
Lead design and code. |
| Key Features: |
|
- Particle effects (water drops, snowflakes, sparks, etc.)
- Various enemy and weapon types.
|
|
| |
|
ICBM3D
|
A 3D vector graphics variation on "Missile Command". Reviews:
LinuxBerg: 4 out of 5
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop |
| Language: |
|
C |
| Date Developed: |
|
1998-1999 |
| Date Published: |
|
1998-1999 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Designed and developed game code. |
| Key Features: |
|
- Mouse and keyboard controls
- Multiple 3D view modes (including missile's-eye-view)
- Various missile types (standard, spiraling, splitting)
- Later ported to Agenda VR3 PDA
|
|
| |
|
Video Poker
|
A web-based video poker simulation.
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
1998-1999 |
| Date Published: |
|
1998-2008 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Code design and development, artwork. |
| Key Features: |
|
- Web-based CGI.
- Runs in literally any web browser.
|
|
| |
|
Websweeper
|
A web-based 'mine sweeper' game.
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
1998-1999 |
| Date Published: |
|
1998-2008 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Code design and development, artwork. |
| Key Features: |
|
- Web-based CGI.
- Runs in literally any web browser.
- Different difficulty levels/sizes available.
- Players may add flags to the board.
|
|
| |
|
Word P.I.
|
A web-based word puzzle game based on the number game 'Mastermind,'
but using English words. Enter a 5 letter word, and for each letter
in the entered word that's in the target word, a symbol will be shown.
Using this form of response, you attempt to discover the target word.
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
1998-1999 |
| Date Published: |
|
1998-2008 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Code design and development. |
| Key Features: |
|
- Web-based CGI.
- Runs in literally any web browser.
|
|
| |
|
X-Bomber
|
A 'Bomberman'-inspired multi-player 2D maze game.
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop |
| Language: |
|
C |
| Date Developed: |
|
1998 |
| Date Published: |
|
1998 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Developer,
Lead Designer,
Artist |
| Tasks: |
|
Created initial game design and code, X-Window server/client-based
networking, colored bitmap loading routine. |
| Key Features: |
|
- Up to four players simultaneously.
- Multiple upgrade bonuses.
- AI enemy.
|
|
| |
|
3D Pong
|
A one- or two-player first-person 3D ball-and-paddle game for X-Window,
based on "Pong". Reviews:
LinuxBerge: 5 out of 5
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop |
| Language: |
|
C |
| Date Developed: |
|
1997-2004 |
| Date Published: |
|
1997-2004 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Designed and developed game, based on a simple 3D vector demo written
for a University graphics class. |
| Key Features: |
|
- One player (computer opponent, or "handball" and two player modes
- Numerous viewing angles
- Red/blue split 3D mode (for 3D glasses)
- Two-player handled by using one client (app) and two servers (X displays)
|
|
| |
|
Gem Drop
|
A 2D action puzzle matching game, based on the SNK NeoGeo game
"Magical Drop III" (for the 6502-based Atari 8-bit line of
home computers).
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Atari 8-bit computer |
| Language: |
|
Action! |
| Date Developed: |
|
1997 |
| Date Published: |
|
1997 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed game code, graphics display subsystem,
artwork creation tool, and created artwork. Later ported to C
for a port to Linux Desktop as "Gem Drop X". |
| Key Features: |
|
- Joystick, game pad or keyboard control
- Utilized a software-driven (flickering) display to produce more colors
- Includes a short animated bitmap intro sequence
|
|
| |
|
Gem Drop X
|
A 2D action puzzle matching game, based on the SNK NeoGeo game
"Magical Drop III" (initially Xlib-, later libSDL-based). Reviews:
Linuxberg: 4 out of 5
|
|
| Company: |
|
New Breed Software (1996-present) |
| Platform(s): |
|
Linux Desktop, Microsoft Windows, Mac OS X |
| Language: |
|
C |
| Date Developed: |
|
1997-2002 |
| Date Published: |
|
1997-2002 (Self-Published (Open Source)) |
| Position(s): |
|
Lead Designer,
Lead Developer |
| Tasks: |
|
Ported from Action! on the Atari 8-bit computer to C and Xlib,
then later libSDL. Requisitioned new artwork. |
| Key Features: |
|
- Keyboard, mouse or joystick control
- Later ported to GamePark GP2X handheld game system
- Later ported to Symbian OS mobile platform
- Later ported to Sega Dreamcast home game console
|
|
| |
|
Wordscram
|
A one-player, web-based word puzzle game. Reviews:
Ultimate WebTV Search: Hot50 sites ranking, May 2000;
Ask Jeeves Silver Platter award, July 1999
|
|
| Company: |
|
www.BillsGames.com (1998-present) |
| Platform(s): |
|
Web |
| Language: |
|
C |
| Date Developed: |
|
1997-2003 |
| Date Published: |
|
1997-2003 (Self-Published) |
| Position(s): |
|
Lead Designer,
Lead Developer,
Artist |
| Tasks: |
|
Designed and developed HTML and C code, and created artwork. |
| Key Features: |
|
- Completely server-based (no plug-ins required); any HTTP client can play
- Written as a CGI application running under Apache webserver
|
|
| |