Time-Tap (2010)

Time-Tap is a new iPhone/iPod touch game that brings multiplayer gaming on a single device! Compatible on ALL iPhone and iPod touch devices!
Grab some friends and see if they're as quick as you with Time-Tap for the iPhone and iPod touch!
Allowing up to 4 players to play simultaneously on the same iPhone, Time-Tap pushes your physical
and mental abilities to their limit through tense, exciting gameplay.
Time-Tap divides your iPhone into 4 colored quadrants. Tapping
quadrants containing the Spinner produces a unique musical score while you rack up a global high score!
Five unique game modes will keep you endlessly entertained!
Time-Tap website
Where in the World (2009)

Travel will never be the same with Where in the World? (WITW). After getting into iPhone development with "Locket" I wanted
to do something more useful to the entire world. A friend and I came up with the idea for WITW when Apple announced
the new Map Kit functionality of the iPhone SDK. We worked hard to make WITW provide an exciting experience while
traveling. We sought out to turn travel into a game by awarding points for travelling to places near and far. By customizing
the UI and also adding Twitter support we think we really went all out. Check out the
dedicated site for more details.
Where in the World? website
Bad Atom: Episode 1 (2008)

The original Bad Atom was just a stepping stone to Bad Atom XNA. Rather than just a simple pong clone,
Bad Atom is now a full featured shooter on the Xbox 360 platform. The game uses complex AI and graphics
features to create one of the best action experiences on the community games platform.
For this game I was able to round up some help. The team consists of a writer, artist, and 3D modeling
expert. I was the engineer and director on the project. We are proud to say that the game is now
featured on Xbox Live under the community games section. You can purchase Episode 1 for 80 MS Points.
Please visit the Bad Atom homepage for more info.
Bad Atom website
Bad Atom (2007)

Bad Atom is my first attempt at creating a fully playable action game. Based on pong, I incorporated
a proprietary collision detection system and paddle control system. This was the
first time I used OpenGL in an application so much of the graphics effects are very
simple. I used an alpha blending technique on the player's paddle in order to allow
the player to see the rest of the playing field without obstruction. I later decided
to add network LAN play (for a two player match) and a story that would later be
the basis for Bad Atom XNA.
Download Bad Atom
Tempus Irae (1996)

A full scenario built for the Marathon Infinity engine. Team Nardo formed back in
the days when Bungie was still located in Chicago. I was 14 when the scenario hit
the net. Back in those days Marathon was everything. I designed the levels, "Ameseno Italy",
and "Rock the Boat" as well as a number of multiplayer levels.
The Official Tempus Irae website