Worked as a programmer in Mighty No. 9 for about 2 years.
Release date: releasing on February 9th for North America and February 12th for the rest of the world.
Worked as a programmer in Mighty No. 9 for about 2 years.
Release date: releasing on February 9th for North America and February 12th for the rest of the world.
Worked as a programmer in Azure Striker Gunvolt for the 3DS, it was later ported to Steam.
Azure Striker Gunvolt on Steam
It’s just a pretty good game in general. I recommend it.
https://play.google.com/store/apps/details?id=com.kikillosoft.memebasket
Prototype game about throwing a ball.
Needs a lot of polish, but it can still be fun. Currently sitting at 17k downloads.
Boku wa Tomodachi ga Sukunai Portable (僕は友達が少ない ぽーたぶる) is a PSP game I developed while working at Guyzware. I was the main and basically only programmer
Link to official website: http://haganai-game.channel.or.jp/
2 of the ending credits with my name as the main programmer.
Direct time links to my name: http://www.youtube.com/watch?v=V5pI4RL4AZM#t=0m44s
http://www.youtube.com/watch?v=LgqNytbbMOg#t=0m40s
One of the commercials
Tutorial in english:
The special edition included a simpler game called “kirameki school life SP”
developed in parallel, sharing some of the code with the main game, but with a much smaller scope.
Link to official website: http://haganai-game.channel.or.jp/kirasc/
This game makes use of the live2D code from the main game (developed by me)
Parts of the game that I programmed, completely or partially starting from previous code.
– Optimizing Live2D for the PSP
– Meeting Sony guidelines for publishing
– Loading on demand of textures and models for Live2D characters while skipping parts of the game
– Convincing artists that a 480 x 272 pixel screen won’t display 1024 x 1024 textures any better
– Convincing artists that the whole body is not required for a model that is only going to show her face in an 80 x 80 square.
– Menus
– Finding bugs and correcting the scripts
– Many commands for the scripts (Moving backgrounds!)
– Optimizing characters fading was specially complicated due to PSP limitations
– Map system
– Tool to analyze script and create font bitmaps with only the characters used in the game. Reducing the amount of files required by fonts by 80%
– Flowchart
– Not code, but also important: Making an image, uploading it and documenting bug fixes every morning after working all night for the last 2 months of the development.
Both games can be shown at an interview if required.
This is a project I made while studying game programming in HAL, Nagoya. I still have 2 developer cartridges that I can plug into an NDS and play with my game.
Here are some videos. Time with developer kits was very limited, so I couldn’t implement multiplayer and other ideas.
The best time saver was making the map creator in C#
A sample can be shown at an interview if needed.