Bamboy’s Portfolio
Skills
Biography
Located near Seattle, Washington, I have always had a passion for games and their power to deliver powerful experiences to players. My experience with making games began by making Source Engine maps for a Garry’s Mod community. I eventually moved on to learn Unity after realizing Source Engine’s limitations. Since then, I have been working with different indie teams developing experimental projects covering a variety of mediums. Over the years, I have learned quite a bit about the ‘dos’ and ‘don’ts’ of the game development process. My interest was sparked by programming due to the puzzle-like nature of solving problems. I fancy making powerful and dynamic backend systems that other developers can use as tools to simplify the complex process that is game creation. Today I am still looking to create fun and intriguing experiences for any who play my games, as well as to expand my knowledge of game creation.
Projects
Asteroidians
March 2016 – Current
Asteroidians is a successor to Team17’s Worms: Armageddon (1999), a multiplayer turn based artillery strategy game with customization.
Passion project by definition, and by far my most complex project having undergone countless revisions, I have been working on Asteroidians as a single developer off and on since March 2016. I am exceedingly proud of how far I have come on this project, implementing features and systems I would have thought impossible to accomplish with my skills just five years ago.
Features:
- Custom 2D rigid body physics simulation based on pixel collision
- Destructible terrain
- Custom per-pixel “raycasts”, using Bresenham’s algorithm
- Modified version of Bresenham’s algorithm allows for multi-pixel bodies to move through the world
- Approximation of surface normals by using TheoPavlidis’ algorithm
- Custom collision layers system allows objects to selectively decide what they should interact with
- Players can import custom levels from PNG files
- Networked multiplayer using DarkRift 2
- Gameplay uses deterministic lockstep synchronization to prevent cheating and easier development
- In game chat
- File transfer system for sharing levels
- File caching system prevents sending files needlessly
- Custom developer console inspired by Source Engine’s
- Custom scroll view for efficiently displaying large amounts of text with TextMeshPro
- Procedural level generator using several different algorithms
- A whole lot more than will fit here
The Tower – The Order of XII
July 2018 – June 2019
Working with a client, this is the first game I helped get to Steam as a paid product. As such, not only did I have to worry about making the game playable, but also polished and presentable on different platforms. As such, I implemented Steam API features such as achievements and cloud saving, controller support, as well as all other programming required for gameplay and cutscenes.
Unfortunately I have since lost contact with this client and the game has been removed from the Steam store.
Brickris Tetout
April 2018
Try to clear rows like regular ol’ Tetris, but a ball flies around the board, wreaking havok on the player’s plans by placing or removing blocks! With a team of four, I was the primary programmer and Unity expert. Another game created in 72 hours for Ludum Dare 41. The theme of the jam was “Incompatible Genres”.
Card Defense
October 2016
A mixture of tower defense and card game, Card Defense was made in one week for GameBoy Jam 5. The jam rules limited the screen resolution and color palette to just four colors. Every pixel is super important. The project’s overall score in the jam was seriously hurt due to the lack of audio. Still, the gameplay score was 74th out of 402 entries. While this project did not reach the strategic depth desired, the mixture of genres is promising and will probably be explored further in the future.
The More You Arm
December 2015
A game about a lazy man who lost his TV remote. Help him consume sports so he can turn on his TV! This game was made for Ludum Dare 34 in 72 hours. The project scored an amazing 34th place in the innovation category, and 123rd overall, out of 2,867 games.
Testimonies
“Stephan asks the right questions to help you express your requirements fully, and then follows through with scalable and easy-to-use results.”