Premise:

Stryder Arena is a top-down 3D multilayer arena battle game that I coded using C# and the XNA framework for windows and Xbox when I was 18. It supports up to 4-player split screen and has a number of different game modes, weapons, and abilities.
View on Github

Gameplay Video:

Nerd stuff:

The most interesting technical hurdle of this game was all of the rendering systems that I wrote into it. Since I was using XNA, I didn't have a built in lighting engine I could rely on. I created a system to allow lights with real-time cube-mapped sharp shadows. This allowed any object in the game world to cast a shadow from any light and to update the shadows as needed. I'm a big fan of the Doom 3 engine and I wanted sharp shadows like the doom and quake games had without using stencil maps. I also wanted to be able to have half a dozen shadow casting lights on screen at any given time so each light only does the minimum updating needed to keep it's shadows in sync with the casters.
Read more about Omni directional Shadow Mapping.

How to play (slide show)

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Weapon Types:





Ability Types:




Game Modes:

  • DeathMatch
  • Team DeathMatch
  • Loner
  • Warlord
  • Downgrade
  • Keepaway
  • Map Types:

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