Grant Shonkwiler
Programmer, Designer, Producer
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Projects
Professional Projects

Megatouch 2010 Software
I worked as a designer an all of these games (except for Photo Hunt HD and Fight the Landlord). I ran one ways and betas for this release as well. I also worked as a programmer on Funkier Monkey, Philly's Hottest, Brain in Gears, and Tug of Words. 

Mega Link Triple Crown Boxing (2009 Software)
I helped clean up and polish the multiplayer version of our boxing game. I specifically worked on: making sure the clients were synced up at all times; player feedback; feature and gameplay updates for the megalink version; and tons and tons of big fixes in both mine and other programmers code. 

Here is a gameplay video of the single player version. 

And a promotion video for the game. 
Here is a link to the first set of games that I have worked on professionally. Link
I worked on almost all of the games, though only minor bug fixes for most.

School Projects

Check out Smashout here.
SMASHOUT
I was project lead on my final project titled Smashout.  This was my first fully 3d game. During the project I did all of the scheduling, worked on the documentation and coded the sounds, the profiles and the effects system in the game. This game was extremely fun to work on. Some of the things that we were extremely proud of while making this game were: how modular we made our code; how data driven we made the game; and how much we focused on gameplay and polish. We kept a blog during the development and had over a hundred testers during production.

You can Download the design documents for this game here.

You can Download my first group game project here.
OVERLOAD: A CODING NIGHTMARE
About my first group game. In this project we had two months and five group members. We had to design, document, present, code and test all in that two months. In this project I served as project officer (basically project lead with some other stuff thrown in). As project officer my duties were to keep the group in line and meeting at regular times, as well as making the schedules and writing my code. The code that I was responsible for ranged from mini-games to AI, from an animation engine and tool to sounds. This project really presented a challenge since it taught me how to work/run a group of programmers.

The game is your classic 2d side scrolling shooter. You have 360degrees of freedom with your aim.
And you have a bunch of different weapons.

The basics of the story is you are a programmer who has not slept in days and because of this you are starting to see things in normal day life as classic video games. So of course you have to kill everything.

The game is not perfect and we ran out of time to fix all of the bugs, but I learned a lot and it was fun. You can download this game here.

You can download the design document here.
Picture of my first game. Tanks in space. Made over a few weeks during Full Sail.

You move the tank around and shoot the gray aliens and the Big Green airplane. To get health you shoot the truck. And the Airplanes are your friends.

Here are some pictures of my OpenGL project.

Everything in the scene was completely hand modeled and crafted. Including most of the textures.

The front of the level. The Diner inside of a small sky box filled with white fog to set the mood. The windows and door are transparent with textures applied.

A view of the bar. Things to notice. Bar stools, Foot rest, Pie holder with spinning pies. 

Here is where i spent most of my time to get the look of a booth I needed to hand model a curved surface I ended up using a thing in OpenGL called NURBS ( Non Uniform Rational Basis, or Bézier Spline). This took me a good two days of research and work to figure out how to use.

Another angle of the whole scene.

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