Rig Tryx

Rig Tryx is a MMO RPG with a lot of other game play elements. I have a game engine that is working as a server client and is about seventy five percent complete and I am beginning to add simple game play mechanics and items like food and power ups.


I have integrated a few powerfull Unity3D assets and created a robust game engine in my spare time on weekends. I do all of the work for coding and production as well as deployment and test. I use off the shelf art assets, so my art skills are primitive. I work on Full Stack mechanics, UX, Gameplay and other systems. The game runs on PC and Android right now and can run servers on Windows for test and Linux for deployment.


Rig Tryx Web Site

 




Sharecrafters

Sharecrafter is an idea I had to make a more fun media player. It is mostly a demo of some of my skills before I had Rig Tryx in this play able state.


The player works on Android, Windows and somewhat on WebGL although is a monumental lift to get it load user files so it only plays demo files. Ther are some basic visual effects and video/image player abilities., There is also a multiband equalizer. I have plans for more effects and other fun bits if I can generate an interest in it.


Sharecrafters Web Site



Enduvo

I worked on an AR product for learning in schools and military training.


I refactored and implemented several core systems including large parts of the operations and UX systems.

Enduvo

Marxent 3D Cloud

I worked on several AR and VR products delivered to retail locations. I also maintained applications, a web site and solved a lot of mission critical bugs in the pipeline.


I was the sole developer on a Universal Windows Platform AR application for a medical client. I worked on the Johnny Appleseed AR application for the museum. I was responsible for the VIVE development of the systems delivered to store front clients like Macy's and Bob's. I maintained more than a dozen existing AR applications for iOS with X-Code and SWIFT. I also developed a customer portal for the clients in java script.

Marxent 3D Cloud

Electronic Arts

I worked on eleven shipped titles in seven years. This included work for UX, bugs, game play items and mission critical systems required for technical requirements certification. I was sometimes called on to dig deep into the engine and look through c#/c++ interfaces and other systems to find bugs in multi-platform frameworks. I worked on Nintendo, Sony and Microsoft platforms in addition to PC architecture. I was requested to be part of an elite team of six sent from SLC to SF to finish out the last of the Sims3 games for this skill.


I was again granted a two-week contract to test my meddle for Godfather Wii.
I fixed a low-level audio bug deep down in old PSX 1 library code now trying to run on the New Wii.
In May 2013 I was given a Merit Bonus of stocks for outstanding contributions.
I made it seven years and helped make eleven games.



Godfather Wii

I worked on several bug fixes for the game including several mission critical bugs.


Tiger Woods 08 PC

I was responsible for the UX system.
I worked closely with my cubemate assigned to create the first confidence system and help him lay the architecture for that code.
I have an eight-foot hack golfer with my hat on backwards named Bagz. I towered over Tiger.


Nerf N-Strike

I was responsible for the AI and robot system as well as the spline rail system.
I created a Finite State Machine that became a core piece for several games like Nerf Elite and Monopoly Streets 75th.


Nerf Elite

I was responsible for the Meta Chamber. The state machine I had crated in Nerf Strike was the basis for the multi room and door system to progress through.


Monopoly Streets 75th

My boss pulled me into his office one day and said "Mike I wouldn't wish this on anybody. But I need a technical requirements system for profiles and memory cards for the XBOX, Wii and Playstation.
The system I build past certification at Microsoft, Sony and Nintendo on the first pass.
Again the state machine was used in several places for this game including the multiplayer code.
I helped on so many other systems too.
Menu dialogs, Go Tile, Animation system, Mr. Monopoly Camera transitions, House and Hotel progression and animation,
The Bank as well as the logic to control the towers scaling in the middle indicating leaders.


Sims Pets 3DS

I was responsible for the camera controls and the split screen user interface. I learned to prototype in Unity3D and then transfer the C# to the EA system.


Sims Showtime

I was responsible for the DJ Turntable.


Sims Supernatural

I was responsible for the Werewolf and other bits.


Sims University

I was responsible for large portions of the UX.


Sims Island Paradise

I was included in a specialist team of six to travel from SLC to San Francisco to help finish one of the last Sims titles.


Sims Back to the Future

I was responsible for large portions of the UX.






MazHidden 3D Facebook Game

MazHidden was a 3D maze game where you wander the maze looking for inspiration and the way out.


In Mazhidden every maze of every level is completely randomly generated.
The mazes twist and turn back on themselves in the virtual environment.
I made this game more than a decade ago with FLEX/AIR and AWAY3D for the FLASH browser game rush.
It stopped running due to changes in Facebook access policies and the way the run their game system.
Zombie Brain Game Navigating the Maze and Remember Hidden Items.

Gladius Slot Machine

Gladius Slots is a complete slot machine built to be developed on windows and run in a Linux based arcade cabinet. The reels are controlled by an XLS spreadsheet. It is written in SDL and works on Windows and Linux. It has game functionality, bonus rounds, operator mode, status and real-time testing with the display disabled so the game can run millions of hands per day checking the percentage. System is set with an XLS sheet defining number of reels and images.


Download the zip file and run the windows installer. This app was made ten years ago and still works!
There is a readme file that contains all of the controls. If the final shortcut fails the app installs into ProgramFiles\Touchstone.


Gladius Slots Instructions


When the game first starts you need to press I,J,K,G,S for bills 10,50,100,500 and 1000. These are rubles notes!

Spacebar lets you spin.

L selects lines.

B selects bet.

E,R,T,Y,U will select bet 1,3,5,7,9

F is max bet.

Q will cash out.

In Double Bonus mode

D lets you double up at the end of a winning spin.
Then press numbers 1 to 5 for the cards you want to pick.
You can collect at any time by pressing C.

In regular mode before another spin pressing 3 on the number pad will take you to Operator mode.
You can set the game to auto test play timed from a script, play as fast as possible or evaluate about 300 games per min.
You can also change the pay tables, add credits as well as other settings in operator mode.

On the Operator screen you can turn Demo mode on which does not affect credits and meters.
In Demo mode you can preset the winning combination you can use the L CTRL and L ALT keys to press at the same time as regular numbers 1 to 5.
The combination of these two keys will allow you to gaff the reels and select symbol combos to evaluate.

Pressing 2 on the number pad takes you to Attendant mode. You can pay out, see histories and other attendant functions.

There are more features but that is the basics.

MegaRcade Arcade Machine

I was granted a two-week contract to prototype a UX system to play shareware games on a PC for a future arcade cabinet. I turned into a job for a dozen folks over a few years. There was even a home version for a while too, just like the original corvette kids bed we all wanted. The PDF manual for the TLC MegaRcade machine is linked here.


Download the manual. It is a great read about one of the last forays into Open Arcade Architecture on the PC. The cabinet held one of the very first NVidea N-Force Motherboards. My team built a custom Windows XP Embedded OS to run on the board. No outlook, IE, etc fluff. The MegaRcade was the first XP Embedded machine to appear at AMOA 2002 while other teams were trying to shoe horn Win98 into an embedded OS.


LANZone Cyber Cafe Kiosk

In the early days of cyber cafes they had banquet tables with chairs. This is what we made. A networkable system that we were able to deploy to bowling alleys and malls, etc. People had trouble learning the games like Counter Strike that we licensed and those that knew how to play did not want to pay five dollars for an hour in the early 2000. We deployed a few hundred and had the Army and others like Gateway interested in us.


The system had a twenty-five inch flat screen monitors, a shelf and drink holder, keyboard, mouse and a bill changer. For the OS we used our custom version of XP Embedded. We tore out outlook, internet explorer and other nonsense for a real light XP OS kernel. We were able to service the machines remotely. We were also working on setting up tournaments between LanZone rooms with our T1 which was a huge pipe in the early 2000. Cyber cafes like the arcades just faded away here.


Konami Simpsons Bowling

One of early challenges was creating a complete four player bowling score system with just ten lines of code. My Japanese lead taught me a good lesson when he said he could program it in three days. He said it would take me five. He gave me four. I also worked on the Maggie Ball unfolding.


I also worked on a prototype racing game on the 3DO - M2 Arcade platform. When it was time to add a force feedback wheel the lead said it would take six months and a SPARC workstation to design the amplifier for the daughter card. I drew up a schematic in a weekend and with a few tests over the next week we had a working force feedback wheel on the cabinet.

Merit Mega Touch 2000

My first entry position into the game business was a solid success. I was fundamental even in an entry position for helping the original system continue on after losing the lead developer. I was the sole remaining project programmer for a time.


The Merit Mega Touch 2000 was a system built on PC technology and the RAD Smacker SDK. We licensed the Graphics API and used Microsoft Assembler to build the system. The games in were the typical card and trivia type games you find in typical bartops. After the initial system and game engine we were on schedule to build a game every four weeks.

Contact Me

Zenwaynow Productions
Dayton, OH USA
P: (316) 371-9652 E: zenwaynow@msn.com

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About Me

Zenwaynow is an Inde Developer specializing in games, XR and real-time productivity applications.

Zenwaynow works with other artists and creative peoples to make high quality engaging products.