Michael Moore
Gameplay Programmer/Software Developer
Infection Prevention VR
Infection Prevention VR is a VR training program for IU Health, made in Unity, to teach and test nurses on how to prepare the hospital rooms for patients. I worked on many aspects of this program, including a finite state machine for the app flow, networked multiplayer code to connect the teacher and students, and various VR aspects including UI and interaction. It was my first experience working in a professional environment with a supervising programmer and project manager.
Tempo the Time Keeper
Tempo is my greatest personal project. I am striving to create a 2D fast-paced physics-based platformer, complete with unique movement mechanics, story, assets, and more, in Godot. So far, I have created the base movement system using the help of the Sonic Physics Guide provided by Sonic Retro. All of the physics and collision are coded from scratch, without using the built-in engine physics objects. Everything present in the game thus far is my own creation.
Yellow Car

Yellow Car is a Unity game where you drive a car down a track with a vinyl disc. This game was a test of my design creativity by forcing me to adapt driving controls to a vinyl disc. I handled most of the programming for this project. I served as the team lead for a team of 3; I managed the project timeline and assigned tasks to my partners. This game was showcased at the MAGFest Indie Arcade 2024 Showcase.
3D Capstone Map

For the Luddy MAS Capstone Committee at IU, I worked with a fellow programmer and UI developer to create a tool to make planning capstones much easier. I took scans of the Luddy building, uploaded them to Matterport, converted them to .obj and then .fbx, and imported them into Unity. I also used IPVR as a base, but stripped out the VR elements and reworked the system for a desktop app. The app features full CRUD functionality and a CSV import system.
Raycaster

This Wolfenstein style raycaster was made in Java using the Swing graphics library. I studied algorithms to cast the rays and convert the ray distances into the 3D graphics drawn to the screen. I also used interfaces to handle input and OOP classes to store data such as the map layout and player position and rotation.
Urban Apocalypse
Urban Apocalypse is a top-down horde shooter where you must scavenge ammo and health to survive 10 waves of zombies that increase in difficulty. This was a solo project with the majority of my focus being on the programming. I developed the wave system, weapon mechanics, player and zombie movement, and item drop system.
SIC/XE Assembler
I created an assembler for a hypothetical SIC/XE machine with two other programmers. The assembler supports functions, literals, basic equations, symbol-defining statements, program blocks, and macro invocation and expansion. I was responsible for developing the main algorithms to convert object code to machine code, and I implemented the functionality for literals, equations, symbol statements, and program blocks.

About Me
I am a gameplay programmer and software developer. I specialize in taking a programming problem, breaking it into pieces with UML diagrams and psuedocode, and solving it using data structures and algorithms. I am constantly exploring new topics in CS and improving my problem solving skills.
I love taking things apart and seeing how the underlying systems work underneath, whether it be software, games, or computers. I have been taking apart PCs and game consoles for years, and whenever someone has a technical problem, I'm not afraid to debug it for hours. I've also been a hobbyist drummer for 6 years.
Email: micplays115@gmail.com
Phone: 615-961-0071