B.J. Badger's Development Showcase |
Flow was my final student project at FIEA, produced during my last semester there. I developed it solo, with weekly feedback from professors and classmates. Flow is a music-based game, but very different from other music games like Dance Dance Revolution or Beatmania. Instead of relying solely on rhythm and beats, Flow takes advantage of more fluid styles of music, moving the player as the sounds ebb and swell. Due to the official end of support for Flash, Flow can no longer be played in a web browser. If you have a non-browser Flash Player on your machine, you may still be able to play Flow by downloading the file below. Download Flow game (requires non-browser Flash Player) |
BizarreCraft is one of two major game projects undertaken by the fourth cohort of FIEA students, and the first large-scale game project in which I participated. It's a networked real-time strategy game unlike any other. There's no resource gathering, no building construction, and most of all, no death--just two zany factions trying to pull the rug out from under each other with the most bizarre attacks imaginable and drag the enemy commander to their own base. |
The BizarreCraft prototype is a heavily modified Warcraft III map which I created to test the BizarreCraft gameplay concept. It stands among my proudest achievements at FIEA, having served to prove the BizarreCraft project worthy for its production phase. |
Bombercan
Bombercan is a practice project in Unity. My goal was to recreate the multiplayer arena combat of the classic Bomberman series using Unity's three-dimensional graphics and collision detection. The art style of Bombercan is purposely minimalist, using only the primitive shapes available in the Unity editor to construct all game objects. Cram as many players as you can around the keyboard or plug in a few controllers and let the blast-fest begin! |
The
What-Iffers in: Final Fancy The What-Iffers in: Final Fancy is a game I created in one month for RPG Maker Web's Indie Game Maker Contest 2017. It's a comical puzzle-action romp in which four role-players use the unique abilities of their fantasy-world alter-egos to overcome deadly traps and fiendish conundrums as a team. Creating the original game mechanics of Final Fancy involved writing diverse, interacting JavaScript systems, such as switching player control between heroes, detecting collisions between objects, and signalling objects to react with appropriate behaviors. To play The What-Iffers in: Final Fancy, simply use either of the links below. Be forewarned that the music in the web browser version tends to lag, as your browser will be loading large sound files on an as-needed basis. |
The
Legend of Zelda: Forgotten Gates
The Legend of Zelda: Forgotten Gates is a Zelda fan game with Final Fantasy-inspired combat and a dash of Rogue-like. It is currently in a very rough, barely-playable concept stage, but it boasts procedurally-generated random dungeons, complex enemy behavior, and heroes both familiar and original. |
Weather
App While working at Eastern Florida State College, I took the opportunity to enroll in a Mobile Applications Development course, which gave me an introduction to the Android framework. The final assignment of this course was to create a Weather App, which pulls data from the Open Weather Map API and displays it to the user. This project incorporated the breadth of the course's topics, from simple Android UI basics to requesting JSON messages from an online service and storing data in a local database with SQL. |
Project
Sirius FOR SCIENCE! Project Sirius explored the relationship between interface feedback and user performance, proving that more is not always better. The data gathered in Project Sirius was used to write the paper Helping the User Fail: Ergonomic Modalities and Distraction, featured in the 3rd International Conference on Applied Human Factors and Ergonomics. |
Old-school Mario action meets four-player deathmatch chaos. Super Mario War is one of the best fan-made games out there, and one of its greatest features is, you can make your own stages with its flexible level editor. So, when an assignment came up at FIEA to create an original level for an existing game, Super Mario War was the game I turned to. On the day of presentation, I gathered four volunteers from amongst my classmates and sent them through not one, but four unique Super Mario War arenas strung together in a cohesive tour. The response from the class was stupendous. People cheered, laughed, and shouted advice to the contenders as they battled through the tour on the projection screen. And the best part of all this? You can play the Super Mario War FIEA Tour yourself! Grab some friends and get ready for a showdown of classic gaming skill! The Super Mario War game itself is included in the download for your convenience. |
GameCareerGuide
Game Design Challenge Wins Approximately once per month, the website GameCareerGuide issues a Game Design Challenge and lists their top picks from the entries sent in. Below are links to the Challenges for which my entries were declared winners. Reinvent the Brawler - Captain N: The Game Master Living the Dream(cast) - Spellweaver Save the Wii U - Sheikah: Rise of the Shadow People |
A little bit about me, my skills, etc. Resume Download resume (Word document) Letters of Recommendation |