Little Weapon

Developed in Adobe Flash(Actionscript 3) using FlashPunk engine
Development Team
Geoff Sholler, Carmela Denero, Jacob Ferderigos, Anthony Tran
Summary
Little Weapon is a game that offers you a choice between life and death. You have two ways to score points: Kill enemy soldiers or save injured civilians. How will you go for the high score?
Gameplay
Little Weapon is a bit of a twitch game. You run around and choose to kill enemies or save civilians as you see fit. The twist is that enemies, who are easier to dispatch, are armed with guns and reward the player with less points. Civilians, on the other hand, take time to drag to safety and leave you exposed to the patrolling soldiers but reward
more points. With a three minute time limit, you have to chose quickly and try not to get
shot.
Development Team
Geoff Sholler, Carmela Denero, Jacob Ferderigos, Anthony Tran
Summary
Little Weapon is a game that offers you a choice between life and death. You have two ways to score points: Kill enemy soldiers or save injured civilians. How will you go for the high score?
Gameplay
Little Weapon is a bit of a twitch game. You run around and choose to kill enemies or save civilians as you see fit. The twist is that enemies, who are easier to dispatch, are armed with guns and reward the player with less points. Civilians, on the other hand, take time to drag to safety and leave you exposed to the patrolling soldiers but reward
more points. With a three minute time limit, you have to chose quickly and try not to get
shot.
My responsibilities on this project included:

- Designing and implementing the AI using a system of patrol routes
- Designing and implementing a respawn system for both enemies and civilians.
- Designing many of the gameplay elements including the element of choice
- Testing and tweaking value such as run speed and point values to make gameplay fun and challenging.
- Implementing the splash screen and UI elements (Timer, health, score)
- Putting the game online and setting it up to record metrics to an online database which allowed for tweaks to be made.
Click to play!
Nightmare Patrol

Developed in Adobe Flash (Actionscript 3)
Polish Team
Producers: Geoff Sholler, Michael Luongo
Artists: Casey Jo Boehm, Barak Moshe
Programmer: Larsson Burch
Original Development Team
Producers: Pat Dietz, Jacob Ferderigos
Artists: Michael Bakerman, Kenneth McClure
Programmer: Tim Tryzbiak
Polish Team
Producers: Geoff Sholler, Michael Luongo
Artists: Casey Jo Boehm, Barak Moshe
Programmer: Larsson Burch
Original Development Team
Producers: Pat Dietz, Jacob Ferderigos
Artists: Michael Bakerman, Kenneth McClure
Programmer: Tim Tryzbiak
Summary

The Nightmare Patrol stands to protect the world from bad dreams. As a new recruit, you are put through a series of increasingly challenging tests. Your goal is simple: stop Furball from reaching Suzie. Place blocks and use your toys to delay Furball until the sun rises, and you will be victorious.
Gameplay
Click and drag to place building blocks into Furball's path and keep him from little Suzie. If you box him in he gets angry and breaks out, with his rage allowing him to move faster. If you block him in 3 times, no blocks will stop him and he'll make a beeline to Suzie. Other usable items include a teddy bear which will calm Furball and slow him down, a doll that will attract Furball, who will think it is Suzie, and will cause Furball to go well out his way, and roller skates which will send Furball careening back towards start, breaking through any bricks in his way.
My responsibilities on this project included:
Click to Play!(please be patient, the game takes a while to load)
Gameplay
Click and drag to place building blocks into Furball's path and keep him from little Suzie. If you box him in he gets angry and breaks out, with his rage allowing him to move faster. If you block him in 3 times, no blocks will stop him and he'll make a beeline to Suzie. Other usable items include a teddy bear which will calm Furball and slow him down, a doll that will attract Furball, who will think it is Suzie, and will cause Furball to go well out his way, and roller skates which will send Furball careening back towards start, breaking through any bricks in his way.
My responsibilities on this project included:
- Designing added gameplay elements
- Designing and implementing new levels
- Getting animations into the final build
Click to Play!(please be patient, the game takes a while to load)
Hard-Wired 4 Hugs

Developed in Adobe Flash (Actionscript 3)
Development Team
Producers: Geoff Sholler, Joey Hannes
Programmer: Chris Durel
Artist: Ashlee Hynes
Summary
Professor Ronery has just completed his greatest invention, the Hugbot 4.0: A sentient robot who has the capacity to love. All he wants to do is hug his creator, but is unaware of his own strength. Play as the professor, running for his life, or as Hugbot trying to fulfill his mechanical heart's greatest desire.
Click to Play!
Development Team
Producers: Geoff Sholler, Joey Hannes
Programmer: Chris Durel
Artist: Ashlee Hynes
Summary
Professor Ronery has just completed his greatest invention, the Hugbot 4.0: A sentient robot who has the capacity to love. All he wants to do is hug his creator, but is unaware of his own strength. Play as the professor, running for his life, or as Hugbot trying to fulfill his mechanical heart's greatest desire.
Click to Play!
Gameplay

Hard-Wired 4 Hugs is a multiplayer game where one player uses the arrow keys and space to open doors and the other uses WASD and F to open doors. The robot is twice as fast as the professor, but opens doors slowly (cannot use the biometrics, has to hack them), and cannot close doors. The professor opens and closes doors instantaneously. The game ends either when the Robot catches the professor or the professor gets the key and brings it to the computer console, which will destroy the robot. There are 3 powerups scattered throughout the map. The professor can use rocket skates for a temporary speed boost and an EMP burst that will stun the robot. The robot can pickup a key card which will allow him to open the next door quickly.
My responsibilities on this project included:
My responsibilities on this project included:
- Initial game design of a chase through a maze where on character is faster than the other, but the slower character can open doors more easily.
- Acted as the animation pipeline to put the animations into flash and then script them into the game.
- Designed and built the level
- Dug into code to fix bugs and help lay out the function design.
Boundary/Autoscopy

Developed in Unity 3D
Polish Team
Producer: Fernando Rivera
Artists: Luke Gamble, Michael Bakerman
Programmers: Zach Ellsbury, Shabnam Sabbagh
Original Prototype Team
Producers: Geoff Sholler, Michael Seidlinger
Programmer: Valmin Miranda
Artists: Kenneth McClure, Li Fan
Polish Team
Producer: Fernando Rivera
Artists: Luke Gamble, Michael Bakerman
Programmers: Zach Ellsbury, Shabnam Sabbagh
Original Prototype Team
Producers: Geoff Sholler, Michael Seidlinger
Programmer: Valmin Miranda
Artists: Kenneth McClure, Li Fan
Summary:
Boundary was a polish project based on a prototype called Autoscopy, a side-scrolling game where players control the main character's spirit trying to chase down his physical body in an out-of-body experience. We decided to refocus the game on the near-death experience of the character and convey a journey between life and death. Gameplay Autoscopy was always a game about simple platforming and telling a story with minimal actual danger to the player. In the original prototype, the player chased after a doppleganger of themselves who had the only light in an otherwise darkened environment. Fall to far behind, and you lose your way back to the real world. Boundary further impresses the simple nature of the design by shifting the danger from staying close to your other self to evading evil spirits. The polished version of this project also further emphasized story by including several short cut scenes that offer glimpses into the story that is occuring. My responsibilities on this project included:
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Super Pope: Holy Avenger: It's OK, We're Catholic

Developed in Adobe Flash (Actionscript 3)
Development Team
Geoff Sholler, Matt Bloise
Summary
The Vatican is under attack by demons. Help protect the innocents by donning the big pointy hat of Super Pope. Repel the demons by flying around and blasting them with fireballs or charge up your Super Pope powers and protect the civilians with your Pope Shield. Reach the correct score plateau to win!
Development Team
Geoff Sholler, Matt Bloise
Summary
The Vatican is under attack by demons. Help protect the innocents by donning the big pointy hat of Super Pope. Repel the demons by flying around and blasting them with fireballs or charge up your Super Pope powers and protect the civilians with your Pope Shield. Reach the correct score plateau to win!
Gameplay

This game plays somewhat like a bullet hell game. When Super Pope fully charges up, he enters Super Super Pope mode which increases his rate of fire and gives him the ability to fly and call forth a swarm of miniature Super Popes that act as a shield against the invading demons
My responsibilities on this project included
My responsibilities on this project included
- Programming movement of Super Pope both on the ground and in the air.
- Programming enemy behavior and variation algorithm
- Program the Super Pope Shield (orbiting miniature Super Popes)
- Programming win/lose mechanics
- Designing the game mechanics
- Finding, modifying, and inserting art and sounds