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Written by Ryan Juckett
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Sunday, 06 November 2011 17:25 |
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This was my final project at High Impact and the first game we shipped on our new and improved cross platform engine. It was the melding of the old PSP engine and the Spyborgs engine. It was built to support a wide range of consoles and allow for fast development and iteration time. We shipped the game on Xbox360, PS3, Wii, and 3DS in a tight eight month project cycle with a fairly junior team that ramped up from two people to about twenty people during the the eight months. While the game might not be ground breaking, I am very proud of the acheivement and believe we pushed the limits of how efficiently a motivated team can build a shippable product.
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Last Updated ( Monday, 07 November 2011 06:28 )
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Written by Ryan Juckett
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Friday, 03 June 2011 09:53 |
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Phineas and Ferb: Across the 2nd Dimension is a cooperative action platformer based around the plot of the Disney Channel movie. It is built on top of the Wii engine we made for Spyborgs. In addition to adding support for the PS3, a bunch of new features have been added to the Wii including the real time outlines for the cartoon look along wih an anti-aliased screen (pretty rare for a Wii title).
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Last Updated ( Monday, 07 November 2011 06:22 )
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Written by Ryan Juckett
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Tuesday, 23 November 2010 08:26 |
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iSquish wass both my first iPhone app and my first project built with Unity. I wanted to do something very simple to get my toes wet in the whole AppStore process. I did the programming, game design, sound effects, and user interface art. My friend Takashi modeled and animated all of the bugs.
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Last Updated ( Friday, 03 June 2011 10:19 )
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Written by Ryan Juckett
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Friday, 12 December 2008 06:56 |
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Spyborgs is an action game built exclusively for the Wii by Bionic Games. I started working on the game as a contractor to help finish the prototype in the fall of 2007. I then joined full time to create the full product for Capcom.
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Last Updated ( Friday, 03 June 2011 10:13 )
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Written by Ryan Juckett
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Wednesday, 10 December 2008 04:45 |
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I worked on Project Offset up untilĀ Offset Software was acquired by Intel and moved to Santa Clara. My work on the project was focused in the following areas. |
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Last Updated ( Wednesday, 10 December 2008 08:47 )
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