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Rumble Box

Rumble Box


Rumble Box was a collaborative effort between myself and Joe Bourrie as our college senior project. It was a winner of the 2006 Slamdance Guerilla Gamemaker Competition and a runner-up in the 2006 IGF Main Competition for Innovation in Game Design.

Rumble Box is a fast-paced beat-em-up with a unique premise: every character remains present after being defeated. Defeat waves of enemies to stack up their bodies and create piles high enough to get out of the box!


As far as rapid prototying goes, Processing is my drug of choice. What Microsoft has done with C# is pretty great, but I can write Processing pseudo-java in my sleep.

The following programs were done in Processing and you'll need Java to check them out. Click on the respective picture to launch the program in a new window. Also, make sure the applet has focus when using it (click on it to be sure).





Shadows

2d Stealth Prototype



I love stealth and wanted to test out an abstract representation. The enemies respond to observed movement by yelling (emitting circle bursts), calm down when left alone, and can be killed by being touched. If the player moves slow enough through the terrain, he won't be noticed, or he can instantly pounce a short distance for a cooldown penalty.


Press spacebar to pause/unpause. Click the player and drag to move him. Hold the right mouse button to charge and release to pounce.

Source: Shadows Constants Grid Input Player Red ShadowBit Vector







Three Evils

Three Evils Prototype



A friend had an idea for a game that involved controlling three characters (à la Lost Vikings) with the limitations that one could only see, one only hear, and the other only speak. This was a quick proto I mocked up for that idea. The balls bouncing around represent sound.
The prototype wasn't a failure, but the obvious flaws are that the sight character is a tad "over powered" and there's no benefit to splitting the players up.


'q', 'w', and 'e' switch players. Number pad moves current character. Press space to shout with 'e' character. Shouting destroys enemies and some walls. Avoid enemies and traps, get to the goal, and keep an eye out for secret areas.

Source: ThreeEvils Constants Enemies Grid Input Player Sound Vector







Color Connect

Color Connection Prototype



A clumsy attempt at coming up with a game mechanic that featured combining colors. I later gave up on the 'drag a line to connect' idea but loved the suffocating feeling the black squares give you. That is a major focus of my current project.


Press spacebar to begin (and pause/unpause). Click a square and drag to another that, when combined, will create the color defined by the background. Red + Blue = Purple, etc. Press 'r' to reset.

Source: Colors Constants Grid HUD Input Squares Vector







Beer Pong

CBA Beer Pong



A simple, single player beer pong game I made for a friend's MySpace group. Yes, I will admit I used to have a MySpace page.


Instructions are in the game and it features sweet art by me.

Source: BeerPong Ball Constants GameTable ImagePool Input Menus Player Vector
I am a software engineer working at Double Fine Productions in San Francisco, CA. I graduated from the DigiPen Institute of Technology in Redmond, WA in 2005 with a Bachelor's Degree in Real-Time Interactive Simulation.

I've worked on several commercial games, including
Brütal Legend, MX vs. ATV: Reflex, MX vs. ATV: Untamed, Shadow Ops: Red Mercury, and the award winning indie title, Rumble Box. I've been playing games my whole life, but experimental and innovative gameplay is what keeps me interested in them.

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Patrick Hackett




Summary of Qualifications


  • 5 years industry experience
  • Fluent in C++
  • Experience with C, C#, Managed C, Java, Lua, and STL
  • Experience with PC, XBox 360, and PS3 developemnt
  • 1 year experience with Havok Complete 5.0
  • 1 year experience with the Unreal Engine 2.0

Experience
October 2008 - current
Double Fine Productions                       San Francisco, CA
           Gameplay Engineer on an unannounced title [November 2009 - current]

  • Crafting something that will blow your mind.

           Gameplay Engineer on Brütal Legend [October 2008 - Rocktober 2009]
  • Extended existing codebase while working with the animation team to implement context sensitive character animations and behaviors.
  • Worked with the design team and other gameplay engineers to create game missions using Lua scripts and assets placed in Maya.


May 2005 - October 2008
Rainbow Studios                                           Phoenix, AZ
           Tools / Gameplay Engineer on MX vs ATV: Reflex [January 2008 - September 2008]

  • Created and maintained support for an animation tool that allows users to combine a collection of animations with basic logical commands to create a more complex "behavior" while maximizing animation reuse.
  • Created and maintained support for a visual timeline tool that allows users to set various timed events. The timeline can be exported to a Lua script which is then used to direct an in-game cutscene.

           Gameplay Engineer on MX vs ATV: Untamed [April 2006 - December 2007]
  • Worked closely with the animation team to develop tools and asset pipelines necessary for all our in game animated models.
  • Maintained existing engine code, ported legacy code to new development platforms, and managed cross-platform development.

           Gameplay Engineer on an unannounced title [May 2005 - March 2006]
  • Helped implement a data driven state machine for handling large, complex character state trees.

May 2004 - August 2004
Zombie, Inc.                                                      Seattle, WA
           Engineering Intern on Shadow Ops: Red Mercury

  • Worked with the Unreal Engine to set up and facilitate the use of the in-game dedicated server, localized the project for international release, and created a new set of menus for the multiplayer portion of the project.

August 2001 - May 2005
DigiPen Institute of Technology                Redmond, WA
           Co-Designer and Engineer on Rumble Box [August 2004 - April 2005]

  • Slamdance Guerilla Gamemaker Competition award winner and IGF Main Competition Innovation in Game Design finalist.
  • Developed a physics engine for lifelike collisions between cubes and spheres that balances realism with efficiency.

Education
2001 - 2005
DigiPen Institute of Technology                Redmond, WA
           Bachelors of Science in Computer Science

  • Maintained a cumulative GPA of 3.5

1999 - 2001
Arizona State University                                Tempe, AZ
           Mathematics

  • Made Dean's List every semester with a cumulative GPA of 3.5




All content © Patrick Hackett 2010
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