[Stanley.Hayes]
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  • Projects
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  • SubRay Website
  • ShaderToy Submissions
  • Triangle Rasterizer(C++)
  • 2d MetaBall Shader(HLSL)
  • Edge Light Shader(HLSL)
  • 2d "Wibble" shader (HLSL)
  • Valintines day shader
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GAME PROJECTS

Robo Recall, Epic Games
VR VFX and Gameplay Programmer on Robo Recall (Contracted)
• Prototyped various UI/UX and gameplay systems for VR with Oculus Touch
• Implemented numerous visual effects specifically for VR
• Major gameplay systems such as player progression, unlocks and objectives
• Implemented and iterated upon fixes for many UX issues introduced by VR
• Developed numerous gameplay interactions to take advantage of Oculus Touch
• Worked with small team to deliver a polished product every milestone
• Worked with Unreal 4, C++, Blueprints, Material Editor, Cascade, Oculus Rift

​

Current Project 
SubRay VR(in development)
Technical Artist (Materials and Effects), Gameplay Programmer

An atmospheric underwater exploration game, with a focus on survival in an alien ocean built in Unreal Engine 4 for VR to release for free when the Oculus Rift hits stores.

As we make progress more information will be available at:
http://subraygame.com/
Picture
Picture
Dischord EP (built from the ground up in c++)
Graphics, Effects, Gameplay
Dischord is a music-based simulation where the player fights waves of enemies in a 3D environment along to the music. In order to defeat your foes, you must fire a special orb weapon that boomerangs back to you.

Awards:
1st - Best 3D Graphics Tech - Digipen Award
1st - Best Music & Sound - Digipen Award

2nd - Best 3D Visual Design - Digipen Award

Work:
- Created countless per object effects and Shaders such as: Object Materialization, Mesh Deformation, Face separation, an many more. 
- Worked in a deferred pipeline to create numerous full screen effects such as: AO, Color correction, Edge Detection, Edge Lights and more.
- Co-Created a music visualizer that used intensity curves and midi to drive the Shaders in the Visualization.
- Worked on improving tools within the graphics engine.
- Created various gameplay systems such as a 3D Camera Controller and systems that tied gameplay to music and music to visualizations. 

- Worked very closely with 3D artists to make sure their art made it into the game and looked good in engine.  

Download Now!

Subray (built from the ground up in c++)
Engine, Graphics and Gameplay programmer
Picture
SubRay is an atmospheric, underwater exploration game with abstract art and an emphasis on color theory.

Awards:
Claude Comair Game of the Year ($3,000)
Best Sophomore Game
Most Innovative Design
Best Music / Audio
Best 2D Visual Design
Best Artificial Intelligence
-Strasbourg European Fantastic Film Festival Finalist
-Intel Buzz Workshop Developer Showcase Winner
-Intel Buzz Workshop Developer Showcase Winner($1,500)
-Finalist in Best Visual Quality at the Intel® Showcase at GDC 2015 ($2,500)
-Featured in countless articles and ‘lets plays’ throughout the web.

For SubRay my contribution included:
- Co-Creating a DirectX11(9/10 compatible) graphics system
- Working in and on a powerful Shader Pipeline 
- Many graphical effects that set the games mood
- Engine testing and development
- Gameplay and Scripted events
- Website Development
- Presentation Preparation

More Information at:
www.subraygame.com

Download Now!
note: This build has a few performance issues and will not run well on computers without a dedicated graphics card. 

Below this are a few screen caps of visual effects I worked on. 

Subray Development Progression Trailers (Most Recent 1st)


Subray (Original)
Gameplay, Art, Effects 
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SubRay was originally was developed at DigiPen over the course of one semester in a limited prebuilt engine.
Myself and Seth Weedin continued the next year to remake this game from the ground in C++ and build a larger team the following year. 

My Contributions to this project include
- Gameplay programming and level loading
- Many of the art assets
- Graphical effects such as lighting and glow

Download Now! 


 My Contributions to this project include
-Producer
-Created majority of art assets
-Gameplay and Feedback effect programming

Download Now!

ERRRK! High octane arcade racer in the 70's
Gameplay, Art
__________________
ERRRK! was a small project developed by a team of 3 programmers. 
It was built in a custom engine in strict ANSI C. 
________________________________________________________________________________________________________________________________________
Contact: Stanley Hayes
phone: 970.324.3379
email: s.hayes[AT]digipen[Dot]edu
site: stanleyhayes.com

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