Goal the Game

Here is a little game that I made in UE4. Please give a try .

Download Link


Goal Game – WIP

Here is a simple game that I have been working on. Please download it and let me know what you think about it.

Download Link


Boss Fights Health

So I was watching my brother play the Rise of Iron DLC for Destiny and I had an idea during the first boss battle. My thought is that, depending on the difficulty level, only a percentage of the boss’s health comes back. So if you are playing on normal then the boss only gets 25% of their health back. Of course this would change with the difficulty, so hard mode would get 50% while extra hard would get 75% or 100% back. I think this would a nice little wrinkle when creating boss fights.

Random Number Game (C++)

Here is a little C++ game that I put together to get me aquainted with C++. If you like this please follow me on GitHub.

// DieRoller.cpp : main project file.

#include "stdafx.h"
#include "iostream"
#include "cstdlib"
#include "ctime"
#include "string"

using namespace System;
using std::cout;
using std::cin;
using std::endl;
using std::string;

string UserAnswer;

void RandomNumber();
void Pick_A_Number();

int main(array ^args)
    bool ExitBool = false;

    cout << "Pick a Game\n";
    cout << "Pick '1' for Random Number Game or pick '2' for Guess The Number Game\n";
    cout << "Or press 3 to quite\n";

        int ChooseGameType;

        cout <> ChooseGameType;

        if (ChooseGameType == 1) { RandomNumber(); }
        else if (ChooseGameType == 2) { Pick_A_Number(); }
        else if (ChooseGameType == 3)
            cout <> UserAnswer;
            if (UserAnswer == "Y" || UserAnswer == "y")
                ExitBool = true;

    } while (ExitBool != true);

    cout << "Now Exiting\n";

    return 0;

int randrange(int low, int high)   /* generates a random number within given range*/
    return rand() % (low + high) + low + 1;

void RandomNumber()
    int NoRepeatNumbers;

        srand(static_cast(time(0))); //seed random number generator
        int RandomArray[5];

        for (int i = 0; i < 5; i++)

            do //make sure that numbers do not repeat
                RandomArray[i] = randrange(1, 88);

                for (int j = 0;  j < i; j++)
                    NoRepeatNumbers = (RandomArray[i] != RandomArray[j] );

            } while (NoRepeatNumbers != NoRepeatNumbers);
            cout << RandomArray[i] << endl;


        cout <> UserAnswer;

        if (UserAnswer == "Y" || UserAnswer == "y")
    } while (UserAnswer != "N" || UserAnswer != "n");


void Pick_A_Number()
    double Total = 0;
    cout << "Guess a number in 5 or less attempts, ranging from '1-10'\n";

        int randomNumber = rand();
        double RandomDice = (randomNumber % 10) + 1;
        double DieNumber = 0;
        double PlayerGuesses = 0;
        double Winnings = 0;

        cout <> DieNumber;
            if (RandomDice > DieNumber)
                cout << DieNumber <<" is too low try again ";
            else if (RandomDice < DieNumber)
                cout << DieNumber <> DieNumber;

            if (PlayerGuesses > 5)
                cout << "You failed you Loser!\n";

        } while (RandomDice != DieNumber);

        if (PlayerGuesses == 1)
            Winnings = RandomDice * 5.5;
        else if (PlayerGuesses == 2)
            Winnings = RandomDice *4.4;
        else if (PlayerGuesses == 3)
            Winnings = RandomDice * 3.3;
        else if (PlayerGuesses == 4)
            Winnings = RandomDice * 2.2;
        else if (PlayerGuesses == 5)
            Winnings = RandomDice * 1.1;

        if (RandomDice == DieNumber)
            cout << "You guessed correctly! The number is " << RandomDice << " congradulations!\n";
            cout << "It took you " << PlayerGuesses << " tries to get the right answer!\n";
            cout << "You Won: " << Winnings << " points YAY!\n";

        Total = Winnings + Total;
        cout << "Total Winnings: " << Total << " \n";

        cout <> UserAnswer;

        if (UserAnswer == "Y" || UserAnswer == "y")

    } while (UserAnswer != "N" || UserAnswer != "n");


I Got Hired!


Yesterday I got hired at SkyVu Entertainment, the makers of the Battle Bears Series. I was hired on as a part-time Quality Assurance Tester but hopefully around the summer time I can move over to the programmers table. Though in the mean time I might be able to help out with the actual design of the games which will be great experience for me. But in the mean time download Battle Bears Gold on your Android or Apple device now so I can get payed, please.

Mobile Gaming and Me


So near the beginning of February I started an internship at SkyVu Entertainment in Quality Assurance. For those  who do not now them, they are the makers of the Battle Bears series. There latest game is Battle Bears Gold and is available on Android and iOS so give it a try.

[Disclaimer: Since the CEO of SkyVu follows me on twitter this post is just my thoughts on my experience so far there. So if you are hoping for some juicy gossip you won’t get it from me since I have only been there a month so I don’t know much.] Now with my shameless plug aside let me share some of my thoughts  about actually being on a development team. First and foremost QA is not my ideal position but it got my foot in the door so I can’t really complain. Hopefully after I get my C# classes done I can move over to programing. Though more than likely if I were to move up inside the company it would be towards the design team since my table is right next to theirs. Building relationships I find is the best way to move up in any career path. So being in QA I do a lot of testing so essentially I play games all day. An for most people that sounds like a great job. An for the most part it is except that I have to play the same game over and over again. Plus I just can’t play, I have to constantly look for new bugs and try to reproduce bug if they were fixed. From a job stand point that is the only real pain but that is the job so I just deal with it.

Now from a personal stand point I find QA very frustrating. It’s frustrating for me because all I do is find bugs and see if they are resolved. I have no real involvement in the actual development or design of the game. An since I am working on majoring in Game Studies I haven’t been able to put anything I have learned to any real use. But since I do not have a direct hand in the creation I do try to give “suggestions” now and again. Hopefully, if I am still there in the next 6 months to a year, I can leave a mark on one of the future projects. Though in the mean time if I can just get my name in the credits of Battle Bears Ultimate, which is currently in beta, I’ll be content for a bit.


With that personal business out of the way let’s get to an issue in mobile gaming. An that issue is that some mobile games are just too big. Now what I mean by too big is that developers are trying to make more and more expansive games to distinguished themselves from the rest of the pack. An not just that, but something worth investing money into, since micro transactions are the future. Probably the biggest complaint I see on the BBU forums and review of other app games are that the game either just crashed or didn’t work. An from what I have seen is that it not so much the developers fault as is the persons phone. I blame the phone in some cases cause there are just so damn many of them. Apple is always coming out with a new iPhone which always has slightly different stats then the previous one. The Android OS is not always consistent across all phones that have it.  Also it does not help that practically every month there is a new phone. And I rather not talk about tablets too.

So since we have all these devices it brings a few challenges to developers. First is how do I get my game to work well on both platforms. This within itself is not a huge deal if you are using game engine like Unity3D where you can build to both devices. Though when it comes to iOS  it takes a  few extra steps and Xcode to build to a iproduct. The second issue is memory. If you made a mobile game that played well on the newest phone it may not work on an older model. An that may be due to that fact that the assets are just to large to run on an older phone.  Though with consoles they do not have that issue. If you build to and Xbox it is same across the board. But while I have been at SkyVu I have kinda over heard  the conversations to make the game work more universally. Those conversation were basically about optimization and dropping the resolution so it doesn’t tax the hardware of the phones.  So  as long as there is mobile game market this will always be an issue with developers. But hopefully tablet and phone tech will kinda plateau and make testing not so much a pain in the future. I know its asking for much but one can hope.

Thoughts On My Mind

In between my games of Civ 5 and finding a new job to get away from my current job that I dislike, I have been thinking. One of the things I was thinking about is my, hopefully, future in the world of game development. Just so you guys know I am currently in the progress of earning my degree in Game Studies. An during the summer break I figure I keep up what I learned by making a game. Nothing fancy, just playable. The problem that I have run in to right now is to find the motivation to start work.  When I do work, I can put in a few good hours of work. My problem was/is to get started.Now in the event I were to get payed to make this game it probably be done by now. But since no one, that I know of, is going to pay me for my current project will go in development nap time.  An the reason for putting my project in a vegetable state is because I want to get back into coding.

In the past I learned Visual Basic in high school and my first semester in college. An at the time I still did not know what I wanted to do with my life so I do not remember as much as I would like. So in the mean time I’m going to learn C++/C# through some online tutorials and a book I bought but have not used. So I’ll be learning code, again, for say the next 3-4 months. And I am doing this for two reasons. The first is to give me options in the event I do not land a job with a game company. I rather have a skill that can be used in multiple fields than be locked in to just one. The second reason is that programmers get payed very well and to be honest money, right now, is my biggest motivator. So if I have learned anything in my job search is to have skills that  make me an asset to an employer. Even though I prefer to start my own indie game company I would like to get paid and gain experience in the mean time.

With all this being said I will still occasionally work on my project but do not expect updates too often. If this makes you sad I will make it up with some new and interesting posts.

Lazy Transition

While still on the topic of indie games Microsoft has apparently change their policies when it comes to self publishing on the Xbox One. At a glance it seems they are going to make the Xbox One more accessible to everyone to make a game on the console but how they execute the policy is still up in the air. The video bellow will explain more.