Eduardo Thompson
Portfolio
BOOB
This game was made in one week for a game jam, built entirely in PICO-8. My role covered the whole project. Since the game itself was a first-person shooter, I had three big challenges. The first was rendering 3D space at all inside such a small engine. PICO-8 doesn't give you any 3D tools, so I had to build a raycasting-based pseudo-3D renderer from scratch, along with the logic to render sprites correctly based on their position in that 3D space. The second was space optimization. PICO-8 has a very limited sprite sheet, so I couldn't afford to draw full sprites for the enemy. Instead, I condensed sprites into modular pieces on the sheet and expanded them with code, mirroring and recombining parts to build full enemies without eating up sprite-sheet space. The third was performance. The engine is constantly recalculating 3D positions and scaling, so keeping it smooth took some creative problem-solving. I ended up implementing draw-distance culling for the sprites and the space, which let me maintain visual quality without sacrificing frame rate.
Mister Marvin's Marvelous Machine
This game was made solo in one week for a game jam, built entirely in PICO-8. The jam's theme was "Control" and "You are the enemy," and my core idea was to make the player lose control by mapping the same button to both jumping and powering off. Since the game leans heavily on physics and 2D movement, most of my time went into programming in Lua to get the movement feel exactly right. Another core programming challenge was building a pickup item system that stayed consistent, which I solved using object-oriented design. Beyond the core mechanics, I also implemented a particle system tied to the player's power-up, and automatically generated backgrounds that keep each level feeling visually distinct without needing to hand-build a unique background for every one. Alongside all of that, I handled the level design and hand-drew all the sprites myself.
GABE MOY'S CHOICE
I designed and built this game in 2 weeks in Unity for a game jam. I built all the gameplay systems in C# using an object-oriented approach: dedicated classes for the player, enemies, and projectiles, and ScriptableObjects to keep upgrade data modular and easy to expand without touching code. I also designed and implemented the upgrade-selection UI in Unity's uGUI system, including the icons and menu flow. I also created all the sprites in Piskel and integrated them into Unity's 2D pipeline.
Demo is Positive
For this personal project, I created a short 3D animated scene in Blender, using assets from Team Fortress 2 to recreate a scene from a film. I did a lot of map editing to make the scene fit the feel I was going for. I handled camera work as well, framing and blocking shots to match the pacing and composition of the original scene. The animation itself was the core of the project, which involved big things like character position and motion all the way to details like mouth movements and expressions. I also handled sound design, layering in audio to match the scene's tone and timing, which helped tie the visuals together into something that felt like a finished, cohesive short. Overall, the project let me work across the full animation pipeline and gave me experience working with animation in 3D.
Fighter 3D model
For my Computer Graphics course, I built a hand-made 3D model and animation from scratch in Blender. My role covered the full pipeline: sculpting the model, rigging it, and animating the final result. It gave me hands-on experience across the core stages of 3D content creation: shaping a model by hand, building a rig that lets it move naturally, and bringing it to life through animation.
