As the lead developer for Formblu's Displacement Prototyping project, I focused on crafting a dynamic, user-friendly platform that integrates advanced design visualization with seamless interactivity. Utilizing cutting-edge web technologies, I implemented efficient algorithms for real-time displacement mapping and ensured smooth, responsive rendering for complex geometries. This project exemplifies my commitment to blending technical innovation with intuitive user experiences.
This is a 2D project focused on creating procedurally generated space environments. Using Godot, this project generates star systems and planetary bodies. The goal was to build a system capable of producing vast 2D space scenes. By implementing procedural generation techniques, this project delivers a randomly generated universe for users to explore. Each run will present a different universe. However, during a run, the universe remains persistent, even when regenerated, by revisiting locations.
This screencap showcases the result of my first freelance assignment. Unfortunately, a link to the code is not available as it remains proprietary to the contracting company. For this project, I utilized C# and WPF, alongside advanced audio libraries, to implement a system for tagging audio files with per-sample accuracy. This enhancement significantly improved the company’s workflows, enabling the integration of new tools to enhance accuracy and efficiency.
This media tracker holds significant personal value, having been created to monitor both watched and unwatched media. While I was aware of media servers like Plex and Jellyfin, I didn't feel the need for a full-fledged media server, finding it excessive for my needs. My goal was to gain hands-on experience with React and Electron by developing my own lightweight, dedicated media tracking solution. Over the past three years, this application has been an essential part of my daily life, serving as a testament to my growth and commitment to self-driven development. It stands as a source of personal pride, reflecting both my technical journey and the value it has added to my media consumption.
A fast-paced fusion of Contra-style action and reverse tower defense! In Demon Dash Express, destruction fuels creation—each enemy you eliminate on the left side spawns new units to storm the AI stronghold on the right. Designed under the jam theme "Creation through Destruction," this project pushed us to adapt quickly, leading to a mix of design challenges and exciting gameplay innovations.
🔹 Developed in Godot 4
🔹 Browser-playable for accessibility
🔹 Dynamic combat mechanics and unit-spawning strategy
Embark on a thrilling gaming adventure centered around a character grappling with an overwhelming gravitational force. Endure the relentless pull of gravity for as long as you can, all while keeping a keen eye out for mischievous grandmas! Replenish your energy by devouring an array of delicious burgers and restore your health by collecting scattered hearts. Stay clear of all other obstacles to survive. Additionally, utilize elevators to escalate your levels and enhance your chances of success!
Created within a 2 day timeframe for Pixel Jam 2 by Isaac Hisey and Justin Gilbert.
Programming: Isaac Hisey
Art & Music: Justin Gilbert
Design/Concept: Justin Gilbert & Isaac Hisey
Make money by taking care of your Cryptomon. Survive by meeting your own and your Cryptomons' needs.
Your character will die if their health reaches 0. If other players' needs are neglected, health will drop more rapidly.
Crypotmon produce more money when they are well taken care of. Cryptomon will die if you let their health reach 0. If other needs of Cryptomon are neglected, health will drop more
The game runs on a tick rate of every 10 seconds. You can take one action for yourself and one for each of the Crytomon you own - per tick. Survive as long as possible. Thrive if
There are 7 Cryptomon and 4 Cryptovices, 28 combinations! Can you get them all?
I took a role in the Bannerlord mod community, focusing on the revival of a popular mod to align with the latest Mount & Blade II: Bannerlord version. My collaboration with developers led to the incorporation of new features and fixes. The documentation of my contributions on the GitHub repository provides a tangible record of my technical input and dedication to community-driven initiatives. This experience underscores my adaptability and commitment to collaborative efforts within the game mod making community.
A tip of the hat too:
Arcanak, CollinHerber, Ocu87, Igor-Rakhmanov, cburch824 for their contributions
Big shout-out to:
MinhazMurks who took over to keep the ball rolling until the original developer came back.
This Skyrim mod enhances the ore mining experience, allowing players to mine indefinitely at an accelerated rate. Designed to be compatible with the Dragonborn DLC through the Gyldenhul Dragonborn Mining Fix by SeanGamer, the mod draws inspiration from similar concepts in other mods but features a script entirely of my creation, utilizing Bethesda source files from the Creation Kit. The installation process is straightforward, either manual or through Nexus Mod Manager. A note: if you've previously entered a mine or mined an ore vein, the new script may require entering a new mine, starting a new game, or waiting for ore veins to respawn to take effect, as highlighted by community input on the Nexus Mods page.
This Oblivion mod introduces a crafting system, enabling players to create a wide array of items, including weapons and armor, directly within the game world. Drawing inspiration from crafting mechanics in other RPGs, this mod is built upon original scripting to ensure seamless integration with Oblivion's gameplay. Installation is straightforward, supporting both manual methods and Nexus Mod Manager for user convenience.