My name is Michael Clavell and I have a great passion for games, but it doesn't lie in just playing them. The who and how behind them is what really gets me excited.
I am a second year student at Rochester Institute of Technology studying for a B.S. in Game Design and Development. My focus lies in gameplay programming and scripting. Taking visions and turning them into tangible experiences is a huge part as to why I do what I do.
I've worked in C# with the Unity and Monogame engines, as well as C++ with Unreal Engine 4 and other custom engines. I also have experience using Lua and Java.
WARNING! INCOMPATIBLE GENRES: VR and Your Living Room.
Welcome to the virtual world of VRn’t, where the lines between the real and the fantastic are blurred, if only slightly. You control a humble gamer with a heart of gold and an expensive VR rig. Help him defeat ninjas in the digital dojo, and PLEASE mind the furniture.
Ranked #17 in Humor out of 2000+ entries, this game was created for Ludum Dare 41's theme of "combine 2 incompatible genres", this 2D brawler has you split your attention between two realities. Defend yourself from endless waves of bloodthirsty ninjas while also trying to keep your living room intact (or not!).
This was a team project where I:
Fly to the top of the Christmas Tree in Sugarplum Summit! This Christmas themed SHMUP was created for Ludum Dare 40's theme of "The more you have, the worse it is". Free Christmas angels from their ornamental cages. They will help you make haste of your mission, but be wary of their allegiances.
The team for Sugarplum Summit consisted of three people. My role was team lead and sole programmer. The game was submitted for the "Jam" so we had 72 hours to create it. I also spent an additional 15 hours updating the game to a PostJam version. My responsibilities included:
RPG Shopper aims to help GameMasters of any tabletop RPG with the management of shops and major items and upgrades. With this tool, GMs will be able to create and customize their own in game shops with various types of modules. Some examples include single purchase items, upgradeable tiers, and progression trees.
The app is currently in development using Unity3D. The engine's framework and canvas system streamlines the dev process, and the modular script based system fits well with the design of customizable shops. I have completed a prototpye that I am currently playtesting in a D&D campaign.
DIE-PARTISAN is a 2D twin stick shooter created by myself and three other RIT students in the Monogame engine. The game focuses on Lucifer as he fights his way through infinite, randomly stitched together levels, battling mysterious rogue angels bent on the destruction of Heaven and Hell.
The development of DIE-PARTISAN was over the course of four months in early 2017. During this time I acted as project leader and oversaw timelines and schedules while developing with the rest of the team. Other than leader, my major responsibilities included:
Just Shapes and Leaps is an endless 2D runner created entirely using the DOM. Press any key to jump as the terrain gets harder and harder to navigate. How far can you go?
Polygons is a reimagining of the classic arcade game, Asteroids. Players must maneuver, dash, and shoot their way through an endless amount of dangerous geometry. Do you have what it takes to survive the perils of the second dimension?
While this assignment was created using Unity3D, I was tasked to create an asteroids clone by not using some built-in Unity3D functions. Instead, I had to create my own vector and physics based movement as well as my own collision detection. I added some animations and effects to create a more engaging experience.
A rumored asteroid landing in the swamps outside a southern city has caused the military to panic, sending out troops to recover the potentially dangerous object. Little did they know that the asteroid carries an alien virus that turns humans into brain hungry monsters. It is a fight for survival in this exciting simulation of Humans vs. Zombies!
Using Unity3D, I was tasked to create a Humans vs. Zombies simulation using Craig Reynold's steering behaviors as a basis. The agents have their own behaviors: zombies will pursue the closest human, while humans will evade zombies that are chasing them. Humans also have the ability to fight back if they are together in groups of three. The result is an interesting simulation where the outcome can change any second.