Bird Kid

Sonder (2016)

The Girl

Cloud Chaser (2017)

Cowboy

Tumbleweed Dodgeball (2017)

Red Horror

Cyberspace Doom (2017)

Fiesta Man

Avalanche Fiesta (2013)

Square Cadence

NecroClone (2017)

Tattooed Man

Sonder Alpha (2014)

The Prince

FlipSide (2016)

Sphere

Shape Fight (2016)

Agent O'Hare

WTLDT (2016)

Slug Captain

Infinite Space (2015)

Dasher

Wave Dasher (2017)

Red Cursor

Chrono Cursor (2016)

Clucky

Lazer Craft (2013)

My Beautiful Face

Thomas Bartlett

tbartl@umich.edu

Hi there, my name is Thomas Bartlett and...

UofM

I'm a senior in Computer Science at the University of Michigan

Autodesk

I'm a two time Software Development Intern at Autodesk

EECS494

I'm an Instructor for EECS 494: Game Design and Development

WSoft

I'm the President of game development club Wolverine Soft

GroundWorks

I'm a Technologies Consultant at GroundWorks Media Lab

Hobbyist

I'm a hobbyist game developer with a lot of passion projects

Want to know more about me? Check out my resume or any of my projects below.

My Work

Tumbleweed Dodgeball (2016)

"This town ain't big enough for the four of us. Compete with your friends to see who the dodgeball champion is in this frantic top-down party game. Special balls, powerups, and a diverse set of levels are sure to keep things interesting."

Tumbleweed Dodgeball was a video game developed in Unity/C# as the final project for EECS 494: Game Design and Development, a major design experience (MDE) course.

I worked on a team of four using the scrum methodology to tackle different aspects of the project from prototyping to polishing over the course of 6 weeks.

Our team recieved an A+ on the project for our game's quality, content, and completeness.

Download the game for Windows or Mac. Get the source code on git. Watch a trailer for the game. A poster that was created for the game. A screenshot of game play.

FlipSide (2016)

"The Prince and the Princess have been separted into separate dimensions! Flip between dimensions to reunite them in this third person puzzle game."

FlipSide was a video game developed in Unity/C# for Wolverine Soft's 2016 Pajama Jam, a 48 hour Game Jam competition.

I worked on a team of four to build a game from scratch in just 48 hours. I was primarily responsible for programming and 3D modelling.

Our team won 1st place for its polish, charming art style, and unique mechanics.

Download the game for Windows or Mac. Get the source code on git. Watch gameplay footage from the project. A screenshot of game play. Our team after winning.

Sonder (2016)

"With the world crubmling into chaos, the only one you can trust is yourself. Scavenge broken cities for unique items that will let you withstand the horrors and other players. Only one can survive."

Sonder is a 3D multiplayer roguelike developed in Unity/C#. The goal of the project was to gain experience with larger projects and networking.

I worked on the project daily for 120 days, releasing an update video at the end of each month.

Download the game for Windows or Mac. Get the source code on git. Watch the month 1 dev blog. Watch the month 2 dev blog. Watch the month 3 dev blog.

Infinite Space (2015)

"The final frontier is filled all sorts of crazy characters. Grab some friends and take control of a single space ship using your smartphone, but make sure to watch the ship status on the projector!"

Infinite Space was a collaborative game available in the CCA area of the Duderstadt Center in late 2015. Part of the game was displayed with a projector aimed at the ceiling of the building. Users interacted with the game through their smartphone's browser.

The game itself was made in Unity/C#. The controllers were made using HTML/CSS/JavaScript and sockets through AirConsole. The projection was done using TouchDesigner with Spout to transfer rendering from Unity.

The project was developed while I was an Emerging Technologies Consultant at the Groundworks Media Lab on a team with 8 other consultants of various disciplines.

Watch the project in installation. Watch a demonstration of the dialogue system. Watch a video of the mobile integration. Watch a video of the gameplay.

Predictus (2017)

"Predictus allows patients with chest deformity, Pectus Excavatum, to visualize the results of the nuss bar surgery."

Predictus was a tool developed in Unity/C# as the final project for EECS 481: Software Engineering, a major design experience (MDE) course.

I worked on a team of four using the scrum methodology to tackle different aspects of the project from prototyping to polishing over the course of the semester.

The tool works by taking an input 3D model scanned from the patient and comparing it with other patients that have already gone through the surgery. Based on the results of those past surgeries, the tool applies the relative changes to the input model to predict what the chest may look like after undergoing surgery.

Our team recieved an A+ on the project for our tool's functionality and quality.

Download the tool for Windows, Mac, or Android. Get the source code on git.

Where the Light Doesn't Touch (2016)

"End the royal family's reign over the animal kingdom once and for all by assassinating every heir to the throne in this puzzle stealth game. Long live the king."

Where the Light Doesn't Touch was a game created in 48 hours by me and 3 other developers in WolverineSoft's Pumpkin Game Jam. During these 48 hours I worked closely with my team to achieve a well-polished and complete game.

I was primarily responsible for developing the aesthetic of the game including the 3D models, but I also worked on the board-state mechanic of the game.

Our team successfully won the competition over 16 other teams for its smooth gameplay, stealth mechanics, and level design.

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

Pluggable Test Formats (2016)

"With pluggable test formats, we can decouple each format from the test environment allowing us to test only the formats needed."

Pluggable test formats was a project I worked on during my first internship as a Software Developer on the Autodesk Translation Framework team, the team responsible for input/export of various 3D formats.

I overhauled part of ATF's internal testing environment to make each format pluggable, meaning each format was able to be used without the need of other formats.

The project was written entirely in C++.

In total 16 file formats were overhauled for improved flexibility including standard formats such as OBJ and XML and newer formats such as 3MF and Autodesk Stingray.

Watch a presentation on the project.

ATF Cloud (2017)

"Get the file translation power of Autodesk applications like Maya or Inventor in your browser."

ATF Cloud was a project I worked on during my second internship as a Software Developer on the Autodesk Translation Framework team, the team responsible for input/export of various 3D formats.

The goal was to make an web application that supported the full translation services of ATF without needing to download anything.

The project was leveraged a number of different technologies. The backend was made with Node.js and the ATF library. The frontend was made with HTML/CSS/JavaScript using Angular and the Autodesk Forge APIs

By the end of my internship ATF cloud supported 15 different formats with over 400 settings.

Watch a presentation about the project.

WaveDasher (2016)

"Dash into action in this top down action game. You're outnumbered, but you know all your enemies moves."

WaveDasher was a video game developed in Unity/C# for the 2016 Global Game Jam Pajama Jam, a 48 hour Game Jam competition.

I solo developed this game over the course of 42 hours, doing everything from programming to art.

I won 1st place locally for the games tight mechanics and polish.

View the game on the Global Game Jam website. Download the game for Windows or Mac. Get the source code on git. A screenshot of game play. A screenshot of the title.

Cloud Chaser (2017)

"Your crush demands flowers, but they are scattered on clouds thousands of feet above the ground. Armed with your trusty grappling hook, you must navigate the skies or suffer a fate worse than death: the friendzone."

Cloud Chaser was a video game developed in Unity/C# for Wolverine Soft's 2017 Shammy Jam, a 48 hour Game Jam competition.

I worked on a team of four to build a game from scratch in just 48 hours. I was primarily responsible for programming and implementing art.

We won 1st place for the game's unique mechanic, charming art-style, original game assets, and level design..

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

Lazer Craft (2013)

"In this game, chickens shoot lasers out of their beaks, what more could you want? Watch your back though because every projectile reflects off walls in this multiplayer 2D platformer."

Lazer Craft was a video game developed in XNA/C#. It was my first serious game development project, and much of my time was spent learning both how to code and work with game engines

During the project's development I was able to create:

  • An entity-component system
  • A physics engine
  • A level creator, with exporting and importing functionality
  • Networked gameplay
Download the game for Windows. Get the source code on git. A screenshot of game play. The main menu. The level creator.

ShapeFight (2016)

"Build and upgrade units to conquer your opponents in this simplified RTS"

ShapeFight was a video game developed in Unity/C# to better learn Unity's networking system.

The gameplay allows for up to four players controlling hundreds of units to play online.

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

NecroClone (2017)

"Don't move to the beat in this demake of rhythm roguelike Crypt of the Necrodancer"

NecroClone was a video game developed in Unity/C# to learn Unity's Low Level Networking API .

The game's custom networking allows for each client to share the same board state as the server with minimal desync.

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

Dr. Hubris (2017)

"There can only be one Dr. Hubris! Determine who is the original and who is the clone in this 1v1 real time strategy game."

Dr. Hubris was a video game developed in Unity/C# for Wolverine Soft's 2017 Turkey Jam, a 42 hour Game Jam competition.

I worked on a team to build the game from scratch in the limited time span, working on a number of different features in the game.

The game ultimately won 1st place over 12 teams for its original gameplay and polish.

Download the game for Windows or Mac. Get the source code on git. Watch gameplay footage from the project. A screenshot of the title screen. A screenshot of the gameplay.

Genevolution (2018)

"With only 6 seconds to live, will you be able to transfer your genes in this hectic platformer?"

Genevolution was a video game developed in Unity/C# for the 2018 Global Game Jam, a 48 hour Game Jam competition.

I worked on a team of 5, focusing on the game's core platforming mechanics and art style.

The game ultimately won 2nd place among 15 teams for game feel and polish.

Download the game for Windows or Mac. Get the source code on git. A screenshot of the title screen. A screenshot of the gameplay.

Baby Bounce (2018)

"It's time to play a game. A game about a baby. And a baby with spikes. It's Baby Bounce!."

Baby Bounce was a video game developed in Unity/C# for Wolverine Soft's 2018 Shammy Jam, a 42 hour Game Jam competition.

I worked to build a game from scratch in the limited time span, implementing everything from the mechanics to the visuals and audio.

The game ultimately won 2nd place among 11 teams for its art style and shock value.

Download the game for Windows. Get the source code on git. A screenshot of the title screen. A screenshot of the gameplay.

ChronoCursor (2016)

"Work with your past self to solve puzzles as you rewind and interact with playbacks of your last cursors."

ChronoCursor was a video game developed in Unity/C# for EECS 494: Game Design and Development.

The game featured a time rewind mechanic that perfectly replayed a user's past actions, allowing for psuedo time travel.

I recieved an A+ on the project for it's unique mechanic and finished features.

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

Cyberspace Doom (2017)

"You have just 60 seconds before the planet is overrun by monsters. Can you survive the horrors of cyberspace in this thrilling FPS?"

Cyberspace Doom was a video game developed in Unity/C# for Wolverine Soft's 2017 Space Jam, a 48 hour Game Jam competition.

I worked on a team of four to build a game from scratch in just 48 hours. I was primarily responsible for programming and 3D modelling.

Our team won 3rd place for our polished mechanics.

Download the game for Windows or Mac. Get the source code on git. A screenshot of game play.

Sonder Alpha (2014)

"Parkour through a city gathering items and fighting other players in this multiplayer roguelike."

Sonder Alpha was the first large scale project I worked on while learning the Unity 3D engine.

While it is missing a number of vital features and a heavy amount of polish, this project is still relatively large and included a number of unique features like a custom animation system, multiplayer, and procedurally generated levels.

Get the source code on git. A screenshot

Avalanche Fiesta (2013)

"The lava is rising, you're under attack by a floating head, and you forgot your bowtie! Your only hope is to hop onto falling shapes and see how far you can climb."

Avalanche Fiesta was a game developed in Unity/C# in 12 hours as preparation for a Ludum Dare competition.

I worked solo to make a game from scratch and was able to complete my first game jam.

Download the game for Windows or Mac. Get the source code on git. Click here to watch a timelapse. A screenshot of game play.

Metroid Clone (2016)

"Brave through the fortress planet Zebes in this faithful recreation of the original Metroid"

Metroid (Clone) was a remake of the original Metroid game for the NES. The game was created in Unity/C# for an EECS 494: Game Design and Development project.

I used the scrum methodology to rebuild the game from the ground up with my team, faithfully recreating all of the original mechanics.

Our team recieved an A+ on the project

After becoming an Instruction Aide for the course, I worked to overhaul the tools and tutorial for the project to make it more productive as a learning tool

View the tutorials created for the project. Download the game for Windows or Mac.

Source code not provided to prevent plagarism.

A screenshot of game play.

The Blood Book (2016)

"Plan your day and track your activities with this productivity app for Android."

The Blood Book was an Android app developed in Unity/C#.

The application allows users to drag/drop events, save/load day templates, and manage a TODO list.

Get the source code on git. A screenshot of the app.

The Harmonizer (2014)

"Turn your voice into an instrument with the Harmonizer"

The Harmonizer was a tool developed in matlab as part of the Digital Signal Processing class.

The application allows users to record their voice, turn it into a number of different instruments, and create a full song.

Our team recieved an A+ on the project.

Get the source code on git. A screenshot of the app.

Spring Break Challenge (2017)

"The base game, a Mario clone, is functionally set but you can add any aesthetic to it."

The Spring Break Challenge was a competition I created as an officer for Wolverine Soft.

A base game, which I created in Unity/C#, was distributed to club members. Over Spring Break they were tasked with adding an aesthetic over it to make it appear different while remaining functionally the same.

I also participated in the competition, and challenged myself to use 3D art despite the game being functionally 2D.

Download the game for Windows or Mac. Get the source code on git. Watch gameplay from my final project. Watch the project introduction and kickoff.

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