I'm very happy to announce "Kaiju Rampage", currently in development for iPhone. This is a project I've wanted to do for a couple of years now, and I'm finally taking the leap. The initial release will be fairly small in scope: smash the city and cause as much damage as possible before time runs out. I'll be adding more Kaiju, and a plot, in a post-release update.
Last Resort: Apocalypse
Feast your eyes...
My new game, "Last Resort: Apocalypse", was submitted to the App Store on Thursday, March 24, and is awaiting approval. This was the culmination of 3 weeks of intense work, and I'm incredibly happy with the initial build. In order to ship as quickly as I did, there is only one variety of zombie at the moment, but that will change in the first update.
Zombie Time!
It's become painfully obvious that my portfolio needs a stronger emphasis on VR. To remedy this, I've polished-up my Google Cardboard Turret Shooter prototype into something much more stable. I'm also adding zombies. I was really always hoping to do something a little more original with this shooter, but it's pretty much been begging for zombies since Day 1. Now that I've got a final-quality zombie in-engine, I'll get a rough environment up and running before adding more zombies. The goal is to get this shipped to the App Store ASAP. Finished assets will be posted to a dedicated tab in the Models section.
Up and running with Google Cardboard
Ok this is exciting: after browsing job postings on LinkedIn for a couple of days, I noticed a decent number of modeling/art jobs weren't even in game development, but were for architectural visualization/VR. I've had a Project Tango and a Google Cardboard for a month now, and I've been DYING to start playing with them. Time to get crazy...
Physically-Based Car Jumping
Wow. Just, wow. I started converting the art assets in "Car Jumper" from the Legacy mobile shaders to the new physically-based Standard Shader in Unity 5. The difference is shocking, which is a testament to how powerful Unity has become. After I've finished converting all of the shaders, I'll start in on the GUI. I have to rewrite the GUI code, implement some visual feedback for power-ups, and add some art to the actual UI elements.