My Games:
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Terpsichore (PalmOS and PocketPC, 2004) In development. Watch for more information.
Role-playing game for PDAs. Fully 3D with state-of-the-art graphics.
- bump mapping
- specular highlights
- shadow-casting
- self-shadowing
- realistic physics
Click here for video (20meg. Requires XviD)
Knights of Zarria (PC OpenGL, 2001)
A frantic arcade-style shoot-em-up. It's lots of fun. You should play it.
Click here to learn more
Zarria (PC DirectDraw, 1997)
More of a "software toy" than a game. Create and explore isometric tile-based environments.
Features realtime software lighting, fast A* pathfinding and weather effects including rain and lightning
Click here for screenshots
Kill the Rabbit (Macintosh, 1996)
Created using 100% Motorola 68030 assembly. Hunt zombie rabbits in a procedurally generated isometric maze.
Warthog Games:
Games described below are in development at Warthog:Texas.
Screenshots are Copyright 2004 by Warthog.
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Fallen Kingdoms (PC and Xbox)
The largest project I've worked on to date. The entire team of artists, programmers, and designers is very talented. This game is gonna rock. I created the rendering pipeline and all shaders for the game.
some interesting features:
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- Three supported shader pipelines: DX9, DX8, and Xbox.
- Per-pixel diffuse and specular lighting.
- Parallax Displacement Mapping. (DX9 only)
- Environmentally reactive low-poly grass.
- Dynamic wind affects objects, grass and particles.
- Shaders for environmentally-reactive water. (It's very pretty)
- Volumetric shadows, with self-shadowing.
- Deformable terrain
Click here for screenshots.
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Conquest: Vyrium Uprising
Another game-in-progress, which also totally rocks. This game extends the code base of Conquest:Frontier Wars with modern rendering techniques, including parallax displacement, per-pixel lighting, and fresnel reflection.
Click here for screenshots.
richardryanclark@gmail.com
  
aim:rickryanclark
  
ym:parafilmusatwork
  
home:5128992473
  
cell:2107488677