Exploring the possibility of real time hair rendering using particle engines.
An examination on the creation of art assets for games, which included creating our own hero models.
My extension to Henry Fortuna's PS2 API, adding support for point lighting and specular highlighting.
Using OpenGL to create a procedurally generated terrain, including texturing and lighting.
A 4-player co-op shooter, where the players take control of powerful mech suits in order to defeat a strange alien spacecraft.
Examples of freelance graphic design work I did for a brief period.
An implementation of a TCP/IP network stack, capable of transferring game data, in this case a proof of concept for an Asteroids game.
An implementation of the classic Bresenham line drawing algorithm.