After Mech Assault Phantom War, I joined the Gauntlet DS team at Backbone Entertainment.
Our game was a new take on the Gauntlet franchise, but using the original four character classes and voiceovers.
Gauntlet DS was one of the first Nintendo DS games to feature dual-screen 3D. To accomplish this we rendered half of the scene to a texture, using a sheared camera transform, on alternate frames; we used that texture to paint the normally 2D-only second screen.
For Gauntlet DS, I prototyped parts of the game engine, early gameplay, and camera synchronization code. I optimized the game, which featured vast swarms of enemies, to stay in sync on multiple Nintendo DS units, and I designed and implemented the 4-player and 8-player multiplayer communication and game logic including a UDP protocol stack written from RFCs. I also designed and implemented the global data module and texture overlay system, font rendering and spawn collision code, game user interface elements, and the scripted transition screen system.
Back to Gallery