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 |
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Current Project
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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/ |
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!
- 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 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)
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Subray (Original)
Gameplay, Art, Effects _________________ 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! |
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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. |
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Contact: Stanley Hayes
phone: 970.324.3379
email: s.hayes[AT]digipen[Dot]edu
site: stanleyhayes.com
Contact: Stanley Hayes
phone: 970.324.3379
email: s.hayes[AT]digipen[Dot]edu
site: stanleyhayes.com