Crystal Nebula

A 3D isometric based action/adventure game where the player controls a young star that must
defeat swarms of enemies and absorb their mass in order to take their place among the

Video footage of gameplay.

Position: Technical Director

Date: 2007 – 2008


  • Designed and coded the input, using DirectInput, scene management system, using TinyXML, physics, collision detection, and the engine framework to allow for dynamic object interactivity.
  • Implemented all of the required features by utilizing C/C++, the Win32 API, DirectX, C/C++ Standard Libraries, and the STL to ensure a robust framework on the Windows PC platform.
  • Worked closely with the designer and the producer to successfully implement the game’s required features before the preceded milestones.
  • Engineered a component based design using Object Oriented Programming principles to allow for versatility in the engine framework.
  • Assisted in the core design of Crystal Nebula in order to plan the development of a dynamic and robust engine architecture that would meet the designs requirements.

Platform: PC

Windows XP, DirectX 9 compatible graphics card, 512 MB RAM, 1.6 GHz Processor, Vertex/Pixel shaders 2.0 or greater.

Screen Shots:

The crescent moons are shooting projectiles at you. You better find some asteroids to launch at them fast!

Ack! The player is being attacked by ninja stars. Ninja stars twirl about and throw themselves at you doing lots of damage.

The player is sucking up essence to heal himself, but watch out, an enemy is near by!

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