Team Projects
Here is a compilation of some of the team projects I've been involved with.
Planet Incursion
Download:
Demo
Engine: Torque Game Engine Advanced
Duration: 10 months
Team size: 7
Language: C++, HLSL, TorqueScript
Role: Project Manager, Lead Programmer, Lead Game Designer
This project started when we learned that we were going to make a demo game using
the Torque Game Engine in one of the semesters at NITH. Me and three friends of
mine, all taking game programming at NITH, got together and started planning our
project. After coming up with a few ideas for a game, we finally ended up with Planet
Incursion - a tactical FPS set in the future on alien planets. As we started work
on the project we learned about a new game competition that was starting here in
Norway aimed at students -
Norwegian Game Awards.
We decided to expand our project
time from 6 months to 12 and take a shot at the competition. We also recruited two
more people - an artist, and a music composer.
My responsibilites was to coordinate
and plan the project, design the game, implement new features in the engine and
implement gameplay using the TorqueScript. During the development I also ported
our code from the Torque Game Engine (OpenGL) to the Torque Game Engine Advanced
(DirectX).
Point of Existence 2
Homepage:
Point of Existence
Engine: Battlefield 2
Duration: 2 years
Team Size: 30
Language: Python, BF Con Script, MaxScript
Role: Lead Programmer
As the name implies, this is the sequel to Point of Existence. Following up on the
storyline and moving into Europe this total conversion mod features the German,
US and Ukraine armies. After our first release in August 2006 we had the highest
player count any Battlefield 2 mod has ever had - over 3000 people online at the
same time. Later the same year we were awarded the price as
#1 Mod of the Year 2006
at
ModDB.
The Point of Existence team was based all over the world working together through
the internet. My job in the team lead me to do diverse work. I Implemented all handweapons and
some of the vehicles for the mod. This meant rigging up 3ds Max scenes and export
them before scripting the objects so they'd function in the game engine. I also
created a toolset for 3ds Max that was used in this process. Using Python I designed
and created a new spot and fire artillery system and also two new game modes - "Frontline"
and "King of the Castle". I also did extensive work on a third game mode simply
called "Nuke".
Point of Existence
Homepage:
Point of Existence
Engine: Battlefield Vietnam
Duration: 1.5 years
Team Size: 30
Language: BF Con Script, MaxScript
Role: Lead Programmer
Point of Existence is a total conversion mod for Battlefield Vietnam. Set in Africa
(Sudan and Kenya) the US and Russian forces fight over new found oil. This mod was
awarded
#4 Mod of the Year 2005
at
ModDB. It was the most played mod for Battlefield
Vietnam, and had up to 300,000 downloads worldwide.
The Point of Existence team was based all over the world working together through
the internet. My job in the team lead me to do diverse work. I Implemented all handweapons
and some of the vehicles for the mod. This meant rigging up 3ds Max scenes and export
them before scripting the objects so they'd function in the game engine.