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About Me

Hey there! I'm Kyle Grenier, a graduate of Bradley University and an immersive technology developer for The Aerospace Corporation based in South California.

Ever since I was young, I have loved technology in all aspects, from robotics and science fiction to computers and programming. I'm the go-to IT person in my house, and as a triplet, I am definitely the most curious of the three.

It was in elementary school that I started tinkering around with game development in GameMaker, and in middle school more advanced programming and the Unity game engine. For the longest time, I've known that I wanted to go into the video game development industry. I love seeing my work evolve over time and the reactions people have when playing my games.

Although programming is my specialty, I also enjoy creating electronic music in my free time.

Take a look at the work I've produced during my time as a student.

Projects

Projects

These are the larger projects that I worked on during my time as a student.

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A spin on typical miniature golf video games. Use the forces of nature and a variety of natural disasters, from meteor strikes to black holes, to complete the course in the best possible time!

Created for IM 459 - Game Design Capstone to expand upon a pre-existing prototype.

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A rapidly developed prototype made in around four weeks. Explore an eerie, distorted, abandoned Catholic school for notes left by previous captives to figure out what happened and how you'll get out. Keep your eyes peeled for the monster lurking the halls.

Created for IM 488 - Capstone Prototyping to develop prototypes that may be expanded upon senior year.

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A team-based educational game intended for companies to use to learn more about the smart grid electricity network.

Created on commission for the Peoria Park District.

 

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A rapidly developed prototype made in around three weeks.
Play as a droplet of water, shape shifting through the various states of matter to explore the environment and water the dying flowers.

Created for IM 388 - Game Design II to develop prototypes that may be expanded upon in later years.

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A rapidly developed prototype made in around four weeks.
Play as a gunslinger seeking to rid the town of bandits.
Hide behind cover to avoid incoming fire, and duel against a variety of enemies who seek to claim what's theirs.
Features a stamina system to encourage tactical gameplay, strategy, and decision making.


Created for IM 488 - Capstone Prototyping to develop prototypes that may be expanded upon senior year.

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A game where you play as a detective attempting to solve a mysterious murder. Features a complex dialogue system written in JSON, a journal that records clues collected throughout the game, and a custom interaction system created using the strategy pattern.

Created for CIS 497 - Unity Design Patterns for practice working with design patterns on a large-scale project.

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A rapidly developed prototype made in around four weeks. Jump, dodge, and dash around an arena filled with dodgeballs to whip and targets to hit.

Created for IM 488 - Capstone Prototyping to develop prototypes that may be expanded upon senior year.

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A rapidly developed prototype made in around three weeks.
Control the fates of a cast of wacky characters through a series of unorthodox encounters.

Created for IM 388 - Game Design II to develop prototypes that may be expanded upon in later years.

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A game created given the theme of 'comedy', Speedrun Shopping is a frantic, fast-paced shopping simulator. Ram into other shoppers, steal items you need from them, and try to fill out your shopping list as quickly as you can!

Created for CIS 497 - Unity Design Patterns for practice working with design patterns on a large-scale project.

Assignments

I take quality code very seriously, so I'm big on using design patterns and principles. Take a look at some assignments from my CIS 497 class covering some essential design patterns to use in video game development projects.

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A game feature showcasing my understanding of basic OOP principles including polymorphism, inheritance, abstraction, and interfaces.
Control the player to eliminate the zombie.

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A side-scrolling shooter highlighting the strategy pattern to change weapon behaviors at runtime.

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A game requiring the player to corral creatures into the bucket to score points.
Utilizes the observer pattern and an event system to keep track of score, update UI, etc., all in response to events.

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A game feature showcasing a farm decorated with individual crops.

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A game feature showcasing a factory that can spawn two types of coins, each with unique properties.

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A game feature showcasing a weapon spawning system.
Ability to swap between two different races.
Two unique weapon factories to spawn weapons of various types from either race.

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A game feature showcasing a customizable control panel that can invoke a variety of in-game events.
Each button can be assigned with one of four commands.

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A game which requires the player to hit the moving target with the given sports ball.
Each sports ball has unique properties and hooks into the template method to perform the kick with its unique properties.

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A game feature showcasing a traffic-control state system.
The police officer utilizes the state pattern to control their behavior.
Once the police officer completes their checks, they send the car back on their way.

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A game inspired by Fruit Ninja where the player has to click on objects as they appear from the bottom of the screen.
Objects are all spawned via an object pooler.
The object pooler is implemented as a singleton since we only need one instance of it in existence.

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A game feature showcasing drawing complex shape objects onto the screen, simplified through the use of a ShapeDrawer facade.

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A game feature showcasing a power-up system that uses the composite pattern. This adds the ability to group power-ups together to create more powerful power-ups that are made up of smaller, individual power-ups.

Assignments

Kyle Grenier

Immersive Technology and Game Developer

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