Jeff Amiel
Indie and Studio Engineer / Asset Creator
"The worst thing a kid can say about homework is that it is too hard. The worst thing a kid can say about a game is it's too easy."
Henry Jenkins
ExtroForge is both a first person shooter, and a real-time strategy game, with colony building and construction as the basis of the experience. As Lead Engineer, I have worked with a small dedicated team in both Unity and Unreal engines, engineering custom solutions to bring this wide sweeping visage to life!
RPG Match Puzzler game. Published by SEGA in limited markets on both Google Play and Apple App Store. Worked both client and server side development using C++, PHP and Ruby.
Lane based combat RPG game published by SEGA in limited markets. Worked client and server side in C# (Unity) and Java and lots of PostgreSQL database work.
Self designed/developed mobile game that pays homage to arcade classics like Scramble and Missile Command as well as recent hits like Flight Control and Strikeforce Omega. Coded in C# (using Unity3D engine) Published on Google Play and Apple App Store
Smart and Performant AI Ballistics With or Without Flame! Rain fire death on the enemy with this simple nifty package. Designed so Player or AI NPC can strike out with projectile arrows with perfect (or imperfect) accuracy. Coded in C#, this Unity3D asset is available on the Unity Asset Store today.
Before there were Angry Birds (years before), there was DemolitionFX. Coded in Java and JavaFX, this game was an entry in Sun's JavaFX language contest and had a limited web release. Physics based building destruction game with a bent towards the absurd.
This prototype mining game was coded in Javascript! Terrain deformation and texture blending are key elements
Using art and model assets from an abandoned RTS game, I created this offshoot literal 'tower' defense FPS game where a single crossbow archer faces hordes of evil coming from the sea! I did 95% of the coding and had 100% of the fun!
A multi-player TCG with a fairly complex (scalable and secure) server/database infrastructure. I acted as architect and lead developer. Coded in C# and Java with a relational database and several server technologies sitting behind it, its a shame that the game studio shut it's doors halfway through the project.
Implemented CONREC algorithm for generating beautiful contour line maps based on hightmap (for game I was prototypying) Did it in ObjectiveC/Cocoa on Mac.
Designed to be a kind of coding competition for programmers (modeled after online poker) Multiple iterations of web and batch interfaces designed, prototyped and developed (in Ruby/Rails, Java, etc) Never completed due to some technological and security hurdles (that are still extant)
Large noob team (including myself) putting together what was turning out to be a pretty nifty medieval/zombie RTS game. I worked heavily on AI, resource management, GUI elements (such as they were) and combat. C# (Unity3D)
FormUp!! Designed for RTS and war game developers, FormUp! (Defense) is represented by some GUI trickery and Algorithmic Alchemy that allows you to pinpoint select your units and deploy them exactly where you want them. Draw their formation in any shape you'd like - including multiple independent strokes! Coded in C#, this Unity3D asset is still in progress
Green Screen is a Unity asset that allows you to capture an animated model in a method not unlike what the special effects studios do, with a specially colored backdrop so that you can extract JUST your model and leave a transparent background. In addition, it creates a nicely organized spritesheet for you for easy integration with Unity’s new 2D capabilities. Once configured, the process is fully automated, capturing each animation frame into a unique image and then combining into a spritesheet