Grant Shonkwiler
Programmer, Designer, Producer
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Professional Projects 
id Software 
I worked as a Technical Producer on Rage Multiplayer. Doing anything and everything needed to ship the game. I was on the game for the last 4 months, providing assistance in anyway I coud, including: design work, documentation, communicating between MP/SP/QA, managing the programmers and maintaining the bug database.  


Megatouch iPad Games 
I worked as lead designer and producer on both of these iPad games.

Megatouch Live 
I worked as lead designer and producer on almost all of the titles in both the Live section (First video below) and Legacy section (Second video below, 2012 Ion Release below). We were extremely proud of being able to complete almost 30 new titles in a little more than a year while switching to a new engine (Unity) and completely change the way games were developed and produced. 




Megatouch 2010 Software
I worked as a designer an all of these games (except for Photo Hunt HD and Fight the Landlord). I ran one ways and betas for this release as well. I also worked as a programmer on Funkier Monkey, Philly's Hottest, Brain in Gears, and Tug of Words. 



Mega Link Triple Crown Boxing (2009 Software)
I helped clean up and polish the multiplayer version of our boxing game. I specifically worked on: making sure the clients were synced up at all times; player feedback; feature and gameplay updates for the megalink version; and tons and tons of big fixes in both mine and other programmers code. 

Here is a gameplay video of the single player version. 

Here is a link to the first set of games that I have worked on professionally. Link
I worked on almost all of the games, though only minor bug fixes for most.

School Projects

Check out Smashout here.
SMASHOUT
I was project lead on my final project titled Smashout.  This was my first fully 3d game. During the project I did all of the scheduling, worked on the documentation and coded the sounds, the profiles and the effects system in the game. This game was extremely fun to work on. Some of the things that we were extremely proud of while making this game were: how modular we made our code; how data driven we made the game; and how much we focused on gameplay and polish. We kept a blog during the development and had over a hundred testers during production.

You can Download the design documents for this game here.

OVERLOAD: A CODING NIGHTMARE
In my first group project we had two months and five group members. We had to design, document, present, code and test all in that two months. In this project I served as project officer (basically project lead with some other stuff thrown in). As project officer my duties were to keep the group in line and meeting at regular times, as well as making the schedules and writing my code. The code that I was responsible for ranged from mini-games to AI, from an animation engine and tool to sounds. This project really presented a challenge since it taught me how to work/run a group of programmers.

The game is your classic 2d side scrolling shooter. You have 360 degrees of freedom with your aim, and are given a lot of different weapons to use. 

The story is you are a programmer who has not slept in days and because of this you are starting to see things in normal day life as classic video games. So of course you have to kill everything.

The game is not perfect and we ran out of time to fix all of the bugs, but I learned a lot and it was fun. You can download this game here.

You can download the design document here.
Picture of my first game. Tanks in space. Made over a few weeks during Full Sail.

You move the tank around and shoot the gray aliens and the Big Green airplane. To get health you shoot the truck. And the Airplanes are your friends.
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