Jared Thomson

Brown Bears Brew Better Bitter Beer


  • Indie
  • Unity
  • 2D

Premise

Your father was a good bear. No... Your father was a great bear. A serious Ursa Major mother fucker that didn't take shit and everyone knows it. It's alright to just let it out, man. It's been a tough year.

Near the end of your dad's life he rejected help maintaining his brewery and although his legacy remains the small fortune he built was nearly depleted by the time you inherited the reigns to his modest empire. With the help of your college buddies you decide to take on this challenge instead of liquidating what's left of his assets. You know brown bears brew better bitter beer and you're going to make sure the world never forgets it.

Gameplay

A time management game not unlike The Sims or Diner Dash you have to organize yourself and your team to get timings right on recipes and perform around the shop tasks to get your beer done right.

Technology

BBBBBB is using the 2D tech from Unity 4.3+ Currently I'm taking on all aspects of this game including art, game design and programming. Yes, that explains the art.

Watch Dogs


  • Ubisoft
  • C++
  • 3D

My Role

I work on optimizing our 3D hud using a variety of high impact strategies. A big part of my job is developing and maintaining memory pooling systems for many types of hud elements. I also spend a lot of my time reducing the amount of costly interactions with data as well as reducing the cost of those interactions when they're unavoidable.

Technology

I do my job using C++ with our in-house engine and tooling.

Dreams of Sand


  • Indie
  • Unity
  • 3D

Premise

Something happened... You're somewhere strange but familiar. The only way out of this waking dream is to go deeper into the rabbit hole and see what lives in the dark. Explore this strange place and hope for the best, don't let your mind wander too much or you might find yourself lost here longer than you like.

Background

Near the end of college my health turned for the worse and I ended up in a week long coma. Although the experience doesn't shake me much the emotions surrounding my recovery and the impact it had on my family and friends was unforgeable. This game is strongly inspired by this real life event.

Gameplay

This game is mostly art in motion, you roll through this world as a glass ball in a world of sand and nightmares. The game takes place mostly on rails and leads you through the environment stopping with comic like cut-scenes to tell the story of how your character got where they are now.

Technology

Dreams of Sand is using Unity 4

The New York Times Crosswords


  • Magmic
  • Objective-C
  • C++
  • 2D

Get it now

Download

My Role

I worked on the back end of this product to allow the product managers to dynamically update the app with packs of puzzles from the puzzle archive. The New York Times Crosswords is ported to Android, Blackberry and Kindle. I worked specifically on the iPhone and iOS original version of the game.

Technology

My work was done mostly in SQLite3 and Objective-C leveraging the core data model with a little bit of C++ to tie in library support.

nytxw

Texas Hold 'em King Live 2


  • Magmic
  • C++
  • 2D

thkl

Get it now

Download

My Role

I worked on the game client of THKLive 2 with several others to deliver a highly polished poker experience. I worked on a lot of the layout code, some gameplay and social integration as well.

Technology

We worked in C++ using Cocos2D-x and OpenGLES.

Popcap Mac Exploit


  • Indie
  • Exploit

bj3

Overview

I was able to modify the launcher for all tested popcap mac applications to extend their free trials indefinitely. Because the trials of these games are the full versions on a timer, so I was able to gain free access to their games without paying.

Execution

Because the popcap game launcher for their OSX products all are developed in Objective-C I was able to decompile the application and search through their symbols in plain text. I found a method that I wanted to exploit and using a debugger I broke on that method and returned bogus data that extended my trial forever. It was effective on all of their products I tried and could be reproduced in under 5 minutes.

Duh

Yeah, I love popcap. I don't condone this kind of nonsense for anything other than academic purposes. I was just curious.

Slots King


  • Magmic
  • C++
  • 2D

slots

My Role

Although the project was canceled for the target platforms I was working on I still got the chance to develop some of the special effects for the game. I worked on reel spinning animations and shaders to support the kind of clipping we wanted for fancy styles of slot reels.

Technology

We worked in C++ using Cocos2D-x and OpenGLES.

The New York Times Crosswords


  • Magmic
  • Objective-C
  • 2D

Get it now

Download

My Role

I worked on the client side of this game to add puzzle packs for users to buy as an in app purchase. I also helped revamp the social integration and menu code to support this new feature.

Technology

My work was done mostly in SQLite3 and Objective-C leveraging the core data model with a little bit of C++ to tie in library support.

nytxw

Texas Hold 'em King Live 1


  • Magmic
  • Cpp
  • 2D

thkl

My Role

I worked on the game client of THKLive 1 with two others to deliver Magmic's premier poker experience to Playbook and BB10 users. I worked on the client side layout, in app purchase support, social integration and native OS integrations.

Technology

We worked in C++ using Cocos2D-x and OpenGLES.

BB10 Homescreen


  • QNX
  • C
  • 2D

My Role

Although primarily tasked to the playbook OS 2.x I did have a hand in some of the graphical features and effects of the BB10 homescreen including folders, the status bar icons and page indicators.

Technology

I worked in C using OpenGLES.

Playbook OS 2 Homescreen


  • QNX
  • C
  • 2D

My Role

My job was primarily to work on the graphical features and effects for the Playbook OS 2.x homescreen. This included folders, dock layout, status bar icons and localization among other things.

Technology

I worked in C using OpenGLES.

Akumu Logger


  • Indie
  • C++

Premise

I was asked by a member of the Microsoft GoDevMental student blog to write a tech post, so I decided to give some insights on how I might write a logger designed for game development and the different directions you can take it. I started with simple printf logging and worked my way up to much more complex systems that take settings files and have detailed formatted output.

I ended up using this logger in a now defunct project called Akumu Island, which is where this project later got its name.

Technology

I used C++ for this project. Being able to customize the logs so heavily adds a lot of cost so it's not suitable for every use case but it certainly was flexible.

Game of Life - GPU


  • Indie
  • XNA
  • 2D

Premise

As a nerdy valentines gift for my sweetheart I decided to make some interactive art for her. This project lets you drag and drop patterns into an environment of cellular autonomy. It supports various rules such as John Conaway's Game of Life, HighLife, Rule 30, and some interesting others.

It wouldn't be that pretty or cool if I was bound by the power of a laptop CPU, so I made sure to implement these rules using HLSL in Direct3D so the rules could be computed in parallel. That let me effortlessly run the simulation on every 2073600 pixel sized cell of a 1080p monitor. Once I had that resolution I could focus on the pretty stuff like nice colors and a wrapping world.

Gameplay

Drag and click to create cells, right click to delete cells, scroll to increase the circular brush size and use the numbers 1-9 to change the rules of autonomy. The space bar will fill the screen with noise.

Technology

I used a bit of C# to tie in the shader work for an HLSL implementation of the cellular automaton.

Text Twist Exploit


  • Indie
  • Exploit

texttwist

Overview

I was able to complete text twist puzzles in a very small fraction of a second.

Execution

By collecting the letters provided by the text twist board I could sort out a dictionary of words that were 6 letters or less and only containing the words possible with the letters provided. I could then replicate windows keyboard input easily and spam all of the solutions to the game so quickly it doesn't have time to animate.

ShaderBunny


  • Indie
  • C++
  • 3D

Premise

Some indie friends held a game jam at the skullspace in Winnipeg for the premier of Indie Game: The Movie. It was around that time I started thinking about a special effect I wanted to do that might give the appearance of paper cutouts for 3D models. So instead of making a game I started putting this project together.

Technology

I wrote this shader twice, both in HLSL and GLSL using C++ to hook into some raw windowing code. Not much else to it than that.

What you're seeing in this video is a series of screen space quads being drawn over the surface normals of a model depending on their dot product with the camera vector. Doesn't look like paper cutouts like I saw in my head, but it's doing exactly what I had thought it would. All in all it was a successful jam.

SnSnaSnake


  • Indie
  • XNA
  • 2D

Overview

For the global game jam in 2012 we were given the theme that was an image of the Ouroboros. We conceptualized an online game where players chase other snakes and try to bite their tails. If you bite another snake's tail you become one big snake and start controlling from their head.

3D Math Calculator


  • Indie
  • C-Sharp
  • 3D

MatrixQuat Vec

Overview

I was asked by a college professor to develop a 3D math calculator to help students struggling with grasping difficult concepts with 3D math. It covers matrix, vector and quaternion operations commonly used in 3D game development.

Spin Spin Revolution


  • Indie
  • XNA
  • 2D

Premise

A rhythm game for the windows phone 7 developed for a contest to win a windows phone.

Gameplay

Using the phones accelerometer match your arrow at the bottom of the screen with the direction of falling arrows matched to a beat.

Technology

We developed this game using XNA for the Windows Phone 7.

Dementia


  • School
  • XNA
  • 3D

Premise

This game was the final project for our program in college. We designed a game that took on many changes throughout the year and eventually materialized as a horror first person shooter where you explore a mansion filled with demons, imps, ghosts and ghouls.

Technology

We worked in XNA for this project. I took on the graphics and content pipeline, room editor and technical art as my responsibilities. I spent most of my time maintaining our level editor and other tools.

NoMoRoBo


  • Indie
  • XNA
  • 2D

Overview

For the global game jam in 2012 we were given the theme of Extinction. Our team came in wanting to make a real time strategy and decided to apply the theme of extinction as a human vs. robot struggle for planetary control! I worked on procedural level generation and AI.

Jetpack 3D


  • Indie
  • C++
  • 3D

Overview

A spiritual successor to the arcade classic, Jetpack. We developed this game in a period of 6 weeks of sleepless nights while learning DirectX. We developed this game frantically to show it off at the Montreal International Game Summit.

Technology

We developed our own Game Engine and Editor for this game in C++.