While at Amaze Entertainment, I worked with small teams of two to three programmers to develop six Nintendo DS titles, including several well-known Disney licenses. I communicated directly with designers and artists to iterate on new game features and tools. Unexpectedly, the fledgling DirectX game engine I developed for a college course became the foundation of a studio-wide content editor.
Pirates of the Caribbean: Dead Man’s Chest is the first commercial title I’ve worked on at Amaze Entertainment. It falls into the action adventure genre, and follows the storyline of the Disney movie. In addition to the main single-player campaign, this title features a co-op multi-player mode and three mini-games: Walk the Plank, Shoot the Monkey, and Boom Barge.
Pirates of the Caribbean: At World’s End is a sequel to the previous Pirates game I’ve worked on at Amaze Entertainment, and follows the plot of the Disney movie. This game, while still action adventure, featured significantly more platforming than its predecessor (hooking, sidling, rope swinging, climbing, etc., as well as two new minigames: Liar’s Dice and Dueling (which made heavy use of the Nintendo DS touch screen). Although this title did not feature a co-op mode, both of the minigames had multiplayer capability for local wireless play.
While working at Amaze Entertainment, I helped develop numerous in-house tools. The most significant of these was an application known internally as Quintessence — a studio-wide level scripting tool that was utilized on virtually all 3d games made by the company. Quintessence had many features but it was primarily used by designers to add enemies, world objects, triggers, spawn points, camera paths, and countless other game-specific features to raw map geometry.
Quintessence was still in its infancy when I joined Amaze, and thus two of my coworkers and I were tasked to quickly get it up and running with the features needed by designers. This tool was the first large-scale C# application I had worked on up to that point, with the renderer being based on the Managed DirectX wrapper I’d written earlier as a university student. As time went on, Quintessence evolved into a sophisticated tool for design, being adaptable both specific project needs and personal preferences.