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GAMES


Galactic Eliminators
Gyro Creative Group

Online Flash game: Space shoot-em-up designed and programmed by myself as an exercise in refreshing my Flash ActionScript skills.

TRY ME

 

MineHunter

Online Flash game: Classic game of searching for bombs. Designed and programmed by myself as a demonstration of advanced ActionScript programming.

TRY ME

 

Photo-based puzzles and games

I built these games a while back as part of a concept prototype for Kodak.

Jigsaw puzzles:

Sliding tile puzzles:

Cascading games:

JIGSAW PUZZLES
play puzzle 1
play puzzle 2
play puzzle 3
play puzzle 4
play puzzle 5

KINETIC PUZZLES
play puzzle 1
play puzzle 2
play puzzle 3

SLIDING TILE PUZZLES
play puzzle 1
play puzzle 2
play puzzle 3

CASCADING GAME
play layout 1
play layout 2
play layout 3
play layout 4
play layout 5

 

Tetris

The Project: I built this mostly as a programming challenge for myself. The first challenge was in figuring out how to build the game Tetris. However, the bigger challenge was in figuring out how to build Tetris using Director. Director had many limitations in 1996 that made the implementation of a game like this very difficult.

My Role: I built all of this myself.


This game has been retired and is no longer online.

 

Mah-Jongg Solitaire
Online Shockwave version

I built this entirely myself. This version expands on my earlier version in that this one is designed to work online, adds sound effects, has multiple layouts, and utilizes an isometric view of the tiles.

TRY ME
layout 1

layout 2
layout 3
layout 4
layout 5
layout 6

 

Gone Fishin'
The Cannibalistic Fish Musical

Download Gone Fishin'...

Sorry, this game is temporarily offline while I update
it to work on Windows Vista and Intel Macs.

Download for Windows
Download for Macintosh

The Project: Gone Fishin' was originally created in 1996 as a floppy diskette promotional mailer for Butler Graphics Inc. It was later featured with the premiere issue of MacAddict magazine, and a variation has also appeared on the annual games CD from The Big Idea magazine.

My Role: In the version downloadable from this page, I built everything including original graphics, sounds, and programming. A good portion of the work that went into this was in carefully fine tuning the game to be well balanced and addictive. Please note that the concept of this game is not original - numerous other "big fish eat little fish" games have existed over the years. (Although I think this is the best implementation of the concept that I have come across.)

 

Slot Machine

The Project: All of Detroit has Casino fever! As several casino companies enter Detroit, everyone from widget manufacturers to ad agencies are scurrying to find access to those who make the big decisions. This Shockwave slot machine has been a successful presentation piece for many a casino pitch. It has existed in several variations and been used by a variety of organizations.

My Role: I programmed this Shockwave slot machine and created the graphics used in this version.

Of Technical Interest: This was programmed so that the arrangement of symbols on each rotor can easily be adjusted to change the odds.

 

Mah-Jongg Break
game application version

The Project: I built this while a student at the University of Michigan for a class taught by Jack Butler. I got a little carried away with the project and produced this complex rendition of the old Chinese tile-matching game of solitaire. I had built this both for fun and as an learning experience. It is therefore far from perfect. Yet it works great and is a quite addictive. Many find it a nice replacement for solitaire on their PC's.

Download Mah-Jongg Break...

Sorry, this game is temporarily offline while I update
it to work on Windows Vista and Intel Macs.

Download for Windows
Download for Macintosh

My Role: I did everything in creating this game.

Of Technical Interest: I built this back in the days of Director 4, when only 48 sprite channels were available, and "trails" functionality worked a little differently. Therefore, it took some rather extravagant programming work-arounds to produce the effect of 144 selectable tiles on the screen at once.


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