Shader Programming

In my Advanced Shader course, we were required to have a project created that would demonstrate all of the basic and advanced shaders that we were taught in class, aswell as one of our own custom shaders. Here is a listing of each shader and it's description:

Diffuse Shading: The simplest shader taught in class. It calculates the color of the pixel by taking its base original color and multiplying it by the light calculated on the normal. This was the first shader we learnt, but gave us a very good idea of what happens in the pipeline.

Specular Mapping: This shader actually uses two textures loaded into the shader. The first shader is the actual texture of the object, which is then used with the second texture that determinds where and how much the light illuminates the object. This is useful for when a particular object may have parts that will shine on light more than in other places.

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Project R

The HUD and Interface class was the first class to introduce Actionscript (2.0 lol), the first scripting for games and web languages to learn through the course. This was also the first chance to actually program our own game.

For the first part of the course, we got to learn the basic fundamentals of Actionscript programming as well as its importance and recent popularity in the industry. We began learning how to make simple shapes and images, then controlled animations and buttons using small scripts. By our midterm, we had created a simple Pacman animation, and then were tasked with our final project where the artists and designers had to create a very professional menu system that could be used for a game, and the programmers had to create a small flash game.

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Throughout my entire Advanced Level Design class, the artists, programmers and designers were tasked with a single project throughout the entire class. The artists were instructed to make an art-heavy level, the designers to make a well designed level with an objective and some confrontations, and the programmers to make use of UnrealScript, whether it be a weapon, utility or a special gametype.

Originally I wanted to make a weapon mod to allow fully destructible geometry, similar to Red Faction, but soon found out that Unreal is totally uncapable of supporting modification of BSPs.

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Particle Emitter Tool

For our Game Project Workshop (GPW) during the last 2 semesters at Art Institute, we needed a wide range of emitters that could resemble fire, smoke, dust, water and other special effects necessary for our game to not look so bland. The first task I was given was to create a Particle Emitter Tool that would easily allow the designers to create effects very quickly.

The programs functionalities allow the user to create either Mesh or Planar emitters, while giving a graphical representation on the left side of the screen. Two major functions of an emitter were to allow it to be a looping emitter, which would allow the emitter to constantly spawn a certain number of particles until the effect would be removed or told to stop, or a

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Centsless Destruction (Game)


Two alien races, the Centaxions and the Kuprixians, join forces to invade Planet Earth. Unfortunately due to a minor miscalculation, land to discover that their spaceships are that of the size of a mere soccer ball. Both alien races quickly point the blame at eachother and engage in the most epic warfare taking place in a back-yard, which goes unnoticed by the human residents.

The alien races discover that inorder to return home, they have to gather "Power Discs" and use them as a resource to power their ships... we just simply call them "Pennies". Using their advanced technology, the aliens hi-jack childrens toys and turn them into deadly tools of war.

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