Games
Ray Tracer
Winter 2007 – 2008
Designed and built a ray tracer in C++ for my Computer Graphics II class.
Standard features included:
- Phong shading
- reflection
- transmission and refraction
Extraordinary features included:
- soft shadows
- depth of field
Interested in more information about the ray tracer and the development process?
A high resolution rendered image is also available.

Deep Magic: Excerpt
Fight for root; as one, as many.
A Game Treatment
Authors: Matthew Bozarth & Joshua Gilpatrick
Fall 2008
The metaverse was built on rules, rules that allowed for a complex, virtual world. A world that mirrors the digital infrastructure upon which it was based. Servers, the backbone of the metaverse, are represented by large installations. It is a boon for commerce; one can do anything, as long as it is within the rules and physics, and there is enough processing power. The ultimate rule is: computation equals power. Hackers quickly realized the potential and began assaulting servers of large corporations, taking over the virtual installations. The corporations fought back by deploying autonomous Daemons to defend the virtual fortresses. At first, the Hackers had the advantage. They knew how the metaverse worked and were able to take advantage of various back doors to run scripts on the servers. Instead of building avatars with heavy armor and weapons, like the Daemons, they scripted bots to fight for them. With these, they easily defeated the automated defense bots and the corporations responded by hiring white hats to run their Daemons. The hackers now fight these new Daemons not with firepower, but with numbers.
Tone Words: digital, security, power, underground, rogue, cyberwarfare
(This game was brainstormed, designed, tested as a boardgame prototype, and written up by Joshua Gilpatrick and myself and then pitched for our master’s capstone project. It was ultimately rejected, but I thought someone might want to look at it and see what I like to design.)
Warship Armada
The first game I worked on at RIT as well as my first rendering engine and scene management system.
Play against three other player as you try to circle each of the islands. Use your cannons to damage or sink opposing players, but beware of the small boats protecting each island for they are trying to do the same to you.
Developed a multiplayer pirate ship combat game over the course of 7 weeks with a team of 6 people. Warship Armada was developed in C++ and DirectX 10 for PC, taking advantage of new DirectX 10 features such as geometry shading.
Responsibilities included:
- lead design
- core engine
- graphics pipeline
- HLSL shader programming
- Lua integration
- gameplay programming.
Screen shots were taken at 1680×1050px.
TimeSlip
Developed a space racing game for Xbox Live Arcade over 12 weeks with a crew of 10 people. Responsible for leading a team in the design and implementation of several key features including: route planning, Xbox-PC-Zune networking proof of concept, and solar system management. Made contributions in: production, gameplay design, campaign design, and art technology. Implementation was done in C# and XNA for the Xbox 360.
Army Ants
DOWNLOAD AVAILABLE NOW!
My second game at RIT and a huge step up over Warship Armada in terms of design and polish. Four players wage battle in a rotating arena where the gravity changes every turn. Use this to your advantage and drop rocks and mines on the enemy. We used Nvidia’s PhysX engine running on a hardware accelerated physics card to run our destructible terrain which was drawn with metaballs.
Responsibilities:
- concept design
- core engine
- graphics pipeline
- animation code
Official Site
Download
RIT Student Game Page

Tank Frenzy
Imagine rolling onto the battlefield in your favorite tank. Friendly forces gather up and join you, ready for the attack. The enemy has been pushing forward into your territory but you are prepared to fight back. The battlefield a frozen tundra, of trees, rocks, boulders and city remains lies before you. As your friendly forces proceed to attack from the South you roll off the East and begin to weaken the enemy from the side. Using the surrounding environment to your advantage, you are able to avoid enemy fire and navigate around their forces. While the battle progresses, it is your duty to both assist your friendly forces as well as complete objectives. You will be asked to assault enemy positions, destroy major targets and even protect friendly assets.
Unlike many games, where the player’s progress is set linearly, this game lets the players choose what order they wish to complete objectives. Not only will the player have the ability to approach the battlefield in their own way, they will also have the option of choosing a tank best suiting their needs. Up to three of your friends can join your forces to defeat the enemy. Work with your team mates and approach the battle in new ways.
I am part of a 5 graduate student team that is developing this game over 10 weeks.
My responsibilities include:
- rendering pipeline
- deferred renderer
- Lua script integration
- scene and collision management
- game design
- unit design and balancing
- level design
Official Website
Go visit our development blog.
RIT Student Game Page
