Reuben Brenner-
Adams

Game developer
rmb1952 AT rit.edu

Reuben Brenner-Adams | Portfolio
 

I'm Reuben Brenner-Adams, a fifth-year student at the Rochester Institute of Technology, pursuing a combined BS/MS in Game Design & Development and a minor in mathematics. I'm passionate about education, sustainability, and diversity; I want to make games that make a difference. Take a look at my resumé.

As a Game Design & Development student, I'm proud to say that I've gained skills in many different areas. Here are some of my specialties:

  • Game Design
  • Unity
  • C#
  • C++
  • JavaScript

Projects

 
 
  • Gloom Box Title WIP
  • Gloom Box Protagonist, Muse
  • Gloom Box Screenshot

Gloom Box

Overview:

Gloom Box is my Master's capstone project, a 2D musical puzzle-platformer. The game follows Muse as she explores a colorful and musical world. A sentient boombox named Gloom enables Muse to play cassette tapes that she finds scattered throughout the world in order to influence her surroundings. Each cassette tape contains a different genre of music, which corresponds to a unique ability.

My Contribution:

  • Production lead
  • C#/Unity2D developer
  • Game designer
Timeframe: August 2016 - present
Development Blog
 
  • Wave for Waves Title Screen
  • Wave for Waves Screenshot
  • Wave for Waves Screenshot

Wave for Waves

Overview:

Wave for Waves is a Leap Motion-controlled game where the goal is to create waves in an ocean to destroy a city. Wave for Waves was created for Global Game Jam 2017.

My Contribution:

  • Lead game designer
  • C#/Unity3D developer
Timeframe: January 2017
Download Link
 
  • Two To Tango Board
  • Two To Tango Board
  • Two To Tango Playmat
  • Two To Tango Screen

Two To Tango

Overview:

Two to Tango is a cooperative-competitive ballroom dance-theme board game played in pairs. The goal of the game is to move around the board, staying in sync with your partner while avoiding other players. If you play your cards right, you just might become the Tango World Champion!

My Contribution:

  • Co-lead game designer
  • Lead graphic designer
Timeframe: November - December 2016
Game Crafter Listing
 
  • Chaotic Oscillators Screenshot
  • Chaotic Oscillators Screenshot
  • Chaotic Oscillators Screenshot

Chaotic Oscillators for Generative 3D Art

Overview:

Chaotic Oscillators for Generative 3D Art is an interactive artwork that aims to generate three-dimensional non-patterns within a web browser. The user builds their own aesthetic experience by controlling parameters which influence the generation algorithm.

My Contribution:

  • Co-lead JavaScript developer
  • Co-lead designer
Timeframe: August - December 2016
See It Live Demo Video
 
  • Aquation Title Screen
  • Aquation Playtest 1
  • Aquation Playtest 2
  • Aquation Prototype

Aquation

Overview:

Aquation is a digital strategy game designed to teach 5th-graders the basics of global water trade and the strategies that might be employed to make sure that all regions have enough fresh water for personal, agricultural, and commercial use. The game was developed for use in Next Generation Science Standards curriculum.

My Contribution:

  • Lead game designer
  • Lead game developer
  • Prototyper
Timeframe: June - August 2016
 
  • Game Board
  • Bengal Tiger Card, Front
  • Bengal Tiger Card, Back
  • Change Card, Back

Move, Survive, or Die

Overview:

Move, Survive, or Die is an educational tabletop game designed to teach 3rd-graders about the habitats of various animals, and what happens to those animals when their habitats change. The game was developed for use in Next Generation Science Standards curriculum.

My Contribution:

  • Lead game designer
  • Lead game developer
  • Prototyper
Timeframe: June - August 2016
 
  • Pixalto Menu
  • Shooting an Alerted Hostile NPC
  • Befriending a Non-Hostile NPC
  • Exploding NPC
  • End of Level Text

Pixalto

Overview:

Pixalto is a 2D pixel-platformer created in C# and Unity2D that abstracts everyday interpersonal interactions and the challenges we face in dealing with them. You must navigate the many hostile and friendly characters in the world around you, shaping your actions to match the terrain and the movements of enemies.

My Contribution:

  • Lead C# developer
  • Lead Unity2D developer
  • Game designer
Timeframe: November 2015 - May 2016
Pixalto Pre-Alpha Teaser
 
  • Dischord with Visible Text
  • Dischord without Visible Text

Dischord

Overview:

Dischord is an interactive digital artwork created in Javascript and using Tune.js and Tuna.js. The goal of Dischord is to generate near-completely random sequences of chords using algorithms adapted from a paper by Stephen Wolfram, while generating accompanying visuals in real time. Dischord generates patterns that cannot be reproduced without the seed and rules, except by NP processes. Additionally, Dischord gives the user control over scale, frequency, and timings of generated audio.

My Contribution:

  • Lead JavaScript developer
  • Lead designer
Timeframe: March - May 2016
See It Live
 
  • Title Screen
  • Screenshot

Note Breakers

Overview:

Note Breakers is a music-based collaborative game created in C# and Unity2D for Global Game Jam 2016. The goal of the game is to work together with a partner to catch musical notes to create a song, all the while keeping the beat.

My Contribution:

  • Lead C# developer
  • Lead Unity2D developer
  • Game designer
  • 2D artist
Timeframe: January 2016
Download Link
 
  • Logo Screen
  • Title Screen
  • Screenshot
  • Screenshot
  • Screenshot

Red Giant

Overview:

Red Giant is a space-themed shoot-'em-up game created in Unity3D and using C#. The theme of the game is growth; throughout the experience, the player's ship will grow from a pod into the Red Giant. Eventually, the player will be able to take on—and defeat—planet-sized enemies.

My Contribution:

  • C# developer
  • Unity3D developer
Timeframe: January - April 2015
Pre-Alpha Trailer
 
  • Main Menu
  • Game Screen
  • Game Screen Rectangle

Puppy's Pen

Overview:

Puppy's Pen is an educational game written in Python using Pygame and Gtk and targeted towards 4th grade students interested in learning how to calculate basic perimeter and area. The game consists of procedurally-generated puzzles which can be solved by drawing rectangles on a grid of increasing size. Each puzzle represents a situation where the owner of a puppy must create a pen so that the puppy has space to romp and frolic outdoors.

My Contribution:

  • Lead game designer
  • Python developer
  • Algorithm developer
Timeframe: October - December 2014
GitHub Repository
 
  • Completed Garden
  • Ready to Begin
  • Feedback on Unsuccessful Posture

Physical Therapy Garden Game

Overview:

Physical Therapy Garden Game is a Microsoft Kinect-based minigame in Unity for use in physical therapy. The idea of the ongoing Ithaca College research project is to increase quality of exercises done by physical therapy patients outside the therapist's office by creating an entertaining posture evaluation environment in the home.

My Contribution:

  • C# developer
  • Unity3D developer
  • Game designer
Timeframe: June - August 2014
Development Blog
 
Gloom Box Gloom Box
Wave for Waves Wave for Waves
TwoToTango Two To Tango
Chaotic Oscillators Chaotic Oscillators
Aquation Aquation
Move, Survive, or Die Move, Survive, or Die
Pixalto Pixalto
Dischord Dischord
Note Breakers Note Breakers
Red Giant Red Giant
Puppy's Pen Puppy's Pen
Physical Therapy Garden Game Physical Therapy Garden Game

Work Experience

Rochester Institute of Technology Center for Media, Arts, Games, Interaction, and Creativity Logo

Student Researcher

Employer:

Rochester Institute of Technology Center for Media, Arts, Games, Interaction, and Creativity; Rochester, NY

Roles:

  • Project management
  • Organization and communication
  • Video production
Our Project

Overview:

As a Student Researcher at RIT's Center for MAGIC, I am overseeing the production of a video tutorial and trailer for a digital card game based on the 12th-century writings of Maimonides, a Jewish philosopher and legal scholar. I also worked with the Unreal Engine 4 development team in a similar capacity. My duties include task management, scheduling, and personnel management.

Timeframe: January 2016 - present
Rochester Institute of Technology Logo

Teacher's Assistant

Employer:

Rochester Institute of Technology; Rochester, NY

Roles:

  • Grading
  • Rubric creation
  • Organization and communication

Overview:

As a Teacher's Assistant for IGME-230, Web Design and Implementation, I am responsible for evaluation and grading of all student assignments and exams. I check content, style, format, and W3C validity of HTML and CSS.

Timeframe: August - December 2016
Smithsonian Science Education Center Logo

Digital Media Intern

Employer:

Smithsonian Institution; Washington, DC

Roles:

  • Game design
  • C# development
  • Unity development and scripting
  • Prototyping

Overview:

As a Digital Media Intern at the Smithsonian Science Education Center (SSEC), I conceptualized, designed, prototyped, and created educational games for K-8 Next Generation Science Standards curricula. As the SSEC's sole game designer and developer, I worked closely with curriculum developers to ensure that my games satisfied learning objectives for their pedagogical units. I presented my work to a number of audiences, including potential investors, primary and secondary school teachers from around the country, and the Smithsonian Gaming group.

Timeframe: June - August 2016
Rochester Institute of Technology Center for Media, Arts, Games, Interaction, and Creativity Logo

Student Researcher

Employer:

Rochester Institute of Technology Center for Media, Arts, Games, Interaction, and Creativity; Rochester, NY

Roles:

  • Unreal Engine 4 development
  • Academic presentation
  • Public relations
Our Project

Overview:

As a Student Researcher at RIT's Center for MAGIC, I was an Unreal Engine 4 programmer and PR manager for an educational exploration game based on the Charlotte Perkins Gilman early feminist short story, "The Yellow Wallpaper." In coordination with this project, I gave a presentation entitled "Primary Source Material as a Learning Mechanic in Serious Games" at the 2016 Hudson Valley Undergraduate Games Conference in Poughkeepsie, NY.

Timeframe: December 2015 - May 2016
Nemesys Games Logo

Programming Intern

Employer:

Nemesys Games; Budapest, Hungary

Roles:

  • C# development
  • Unity development and scripting

Overview:

As a Programming Intern at Nemesys Games, I designed and implemented new features and fixed bugs in ongoing and newly-started games projects in C# and using Unity3D. I also presented my progress to the whole studio in weekly stand-up meetings. Tasks I completed include: refactoring the in-game ship modification and upgrade system, creating a unified input handler and event system for keyboard, mouse, and Xbox controller input, creating multiple player and enemy weapons, and writing a script for moving magnetization of powerups.

Timeframe: January - May 2015
Ithaca College Logo

Research Intern

Employer:

Ithaca College, Department of Computer Science; Ithaca, NY

Roles:

  • C# development
  • Unity development and scripting
  • Game design
Development Blog

Overview:

As a Research Intern in the Ithaca College Department of Computer Science, I was in charge of designing and implementing a physical therapy game in C# using Unity3D, Microsoft Kinect, and the Zigfu Interface. The idea of the ongoing research project is to increase quality of exercises done by physical therapy patients outside the therapist's office by creating an entertaining posture evaluation environment in the home.

Timeframe: June - August 2014

Contact

rmb1952 AT rit.edu
 607 342 7989
Copyright © 2017 Reuben Brenner-Adams
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