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My name is Elliot Pace and I live in Maryland, on the east coast of the United States. I am 22 and I have been programming for about four to five years. I am attending the University of Maryland in Baltimore County, pursuing a B.S. in mathematics as a transfer student.
One day I tripped into the rabbit's hole of software development and I'll probably never want to venture anywhere else but deeper. This is my work that has accumulated over the past few years.
Elliot LP at nospam gmail dot com
[ Latest Blog 2008 Screenshots ]
[Games Industry Experience]
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Sid Meier's Civilization Revolution |
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| Logo copyright 2K Games |
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My Position: |
Intern Graphics Programmer
Spring 2007 |
My Contribution: |
Leaderhead Shaders:
- Subsurface scattering
- Rim light
- Fur
- Eye highlights
- Lens highlights |
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[Team Club Projects at UMBC]
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A game (well, more of a project) that was being developed by a dozen other students here at the University of Maryland. I joined in November 2006 where I wrote the sound, animation, and some of the camera code.
The game was never finished. |
My Role: |
Programmer |
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C++
C#
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[Recently Finished Projects]
I use collected content and resources so credits are listed in each readme file.
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A simple game where you control a paddle to bounce balls back and forth against breakable blocks. Picking up smiley faces give items and breaking starred boxes release stars for items too. Points are awarded in order to buy more levels!
The game does not work on some Windows machines due to a "Kernel error". I believe it is a Windows DLL or manifest problem. The problem cannot be fixed on my end so try running some Windows updates.
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C++
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Development Time: |
About three months |
Lines of Code: |
12,000 |
Libraries Used: |
SDL, FMOD, OpenGL, OpenAL, Boost, Newton Game Dynamics, GLee, GLM(math), Lua, TinyXML. |
Files: |
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A demo I made for personal interest that uses portal technology (rendering only, no physics). The two portals are linked to eachother so looking into one will draw the scene from the other's perspective.
I did not make the level or any of the textures. They were gathered from this URL:
http://praet0r.net/quake3/quake3.html
The demo will not be released because I never planned on writing a game on top of the code base. |
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C++
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Development Time: |
Two weeks |
Lines of Code: |
4,100 |
Libraries Used: |
DirectX
Boost |
Files: |
N/A
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First-person-perspective puzzle game. Pressing tab will restart the level. The objective is to activate the nodes in the correct order such that all the lines are green when the last node is activated.
There are two levels and each when necessary is loaded on the fly using multithreading. |
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C++
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Development Time: |
About three weeks |
Lines of Code: |
9,100 |
Libraries Used: |
DirectX 9
FMOD |
Files: |
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Gem Towers ALPHA (open source) |
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A defense-based game that is presented with fun and lively special effects. It was written in C# and the source code is freely available. |
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C#
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Development Time: |
Two months (alpha release) |
Lines of Code: |
10,200 |
Libraries Used: |
Managed DirectX |
Files: |
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This application simulates Rigid Body Dynamics in 2D. The algorithms are based on Erin Catto's GDC 2006 presentation, but I used many of my own methods in the collision, arbiters, and anti-penetration.
The rigid bodies can sometimes freeze. It is a side effect on my part. |
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C++
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Development Time: |
One week |
Lines of Code: |
1,500 |
Libraries Used: |
OpenGL
GLUT |
Files: |
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GrimSim is a mix of game genres and is inspired by multiple commercial titles including Kingpin, Grand Theft Auto, and many others. The objective is to finish a set amount of days and make the highest score possible (calculated by many factors). |
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C (game and engine)
C++ (tools)
XML |
Development Time: |
Nine weeks |
Lines of Code: |
23,000 |
Libraries Used: |
DirectX 9
FMOD |
Files: |
no longer available |
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You are a commander with hired recruits and you must survive with four powerful weapons against swarms of spiders. The spiders begin quite small, but the probability of the really big and nasty ones increase with each swarm. Use the telephone to buy new supplies and drink soda from the vending machines to heal both you and your recruits.
Survive for as long as possible and try to get a friend to beat your score! The average seems to be around 10.
Of all my projects, this is the one I am most proud of and it currently stands as one the most popular. It does require a modern graphics processor that supports at least shader model 2.0. |
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C++ |
Development Time: |
Four weeks |
Lines of Code: |
15,000 |
Libraries Used: |
DirectX 9
FMOD
STL (standard template library) |
Files: |
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Just another chess game, except with a twist... in 3D with animated models and special effects! The queen is a skeleton mage, the bishop is now a lightning sorcerer, and the rook is now an air elemental that can hurl others into the air and have them drop to a bloody death with body parts flying everywhere!
The game should be interesting for a chess or RPG player. |
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C++ |
Development Time: |
Two weeks |
Lines of Code: |
9,000 |
Libraries Used: |
DirectX 9
FMOD
STL (standard template library) |
Files: |
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[Old Games and Demos]
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The first of the demo series. I'm a fan of first-person-shooters so I decided to begin a series of demos - each applying new programming knowledge. It requires a modern graphics card that supports at least shader model 2.0. |
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C++ |
Development Time: |
Three weeks |
Lines of Code: |
9,000 |
Libraries Used: |
DirectX 9
FMOD
STL (standard template library) |
Files: |
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Marble Drop (open source) |
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C++ |
Development Time: |
Two days |
Lines of Code: |
900 |
Libraries Used: |
DirectX 9 |
Files: |
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C++ |
Development Time: |
Three weeks |
Lines of Code: |
6,200 |
Libraries Used: |
DirectX 9
FMOD
STL (standard template library) |
Files: |
(none) |
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Just an engine. It uses orthonormally calculated lightmaps for normal mapping (technology presented by Valve in Half-Life 2) along with soft shadowing, HDRI, and bloom filters. |
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C |
Development Time: |
Four weeks |
Lines of Code: |
7,600 |
Libraries Used: |
DirectX 9 |
Files: |
(none) |
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Mage Duel (multiplayer test) |
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This little game applied OpenGL and multiplayer (Winsock) knowledge. |
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C |
Development Time: |
Six days |
Lines of Code: |
5,000 |
Libraries Used: |
OpenGL
Winsock 2 |
Files: |
(none) |
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Game demonstrating terrain generated by constants using Perlin Noise which therefore makes it tileable and appear infinite. |
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C++ |
Development Time: |
Four weeks |
Lines of Code: |
8,200 |
Libraries Used: |
DirectX 9
STL (standard template library) |
Files: |
(none) |
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[ Home News ]
displaying the 5 most recent posts...
| October 13, 2008 - iPhone Development |  |
| | | After a long break, I have decided to program for the iPhone and iPod Touch. I bought an unopened Mac Mini on ebay and a refurbished iPod Touch. All in all in cost me several hundred dollars, but I do plan on making a return on it. The market has become saturated, but the likelihood of an indie developer succeeding on the iPhone platform is still quite good. |
| May 31, 2008 - A long pause |  |
| | | Hey everyone, I have rejoined the Firaxis family as an intern for the Summer and Fall and I will probably transition full-time when I graduate this December. Therefore I will probably stop updating this website, because I have moved on to better and more exciting things. |
| May 5, 2008 - Steam |  |
| | | Wow!! So, I've been getting back into games because I have some time on my hands, and I am blown away by the "new" Steam community. I'm a PC gamer at heart.. and I love the Xbox Live community, but now I can have the best of both worlds. Free-weekend of Team Fortress 2 just ended and I rushed to buy a copy immediately after the trial ended.
I've always been a supporter in Steam. It's good for the gamers and it's great for the many developers because it helps battle piracy. |
| April 16, 2008 - "Breaking in" |  |
| | | I really believe industry professionals and enthusiasts need to deter from using the phrase "breaking in to the games industry" because it implies by a second definition that one does not belong in the industry in the first place. |
| April 8, 2008 - Castaway Entertainment |  |
| | | This post is not related to me in any way, but Castaway Entertainment was a video/computer game company established in California 2003 by former Blizzard North members. Many were involved in the making of Diablo II. Sadly, it was reported that they have suspended operations due to financial reasons.
Blizzard Entertainment has given birth to a few other companies, notably Flagship Studios (London Hellgate) and ArenaNet (Guild Wars), both top notch studios. It's sad that some just don't make it after years of commitment, especially considering the level of sheer talent. |
archives [2008]
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