Portfolio - Joseph Hatcher - Tech Helper, Game Developer, & Voice Actor



Portfolio

This page has information about some of the independent and side game projects Joseph has worked on, or is working on.

Hatcher Chess 3PL - Flash App (Coming Soon)

This version of Hatcher Chess is related to the CAEH Chess variants from 1995 & thereafter developed by Joseph. This App has only 3 player game boards for 2-3 human players to enjoy on the same tablet device, netbook, laptop, or desktop.

More info, web page, and playable game coming soon!


NO GO - Flash App (Launched Globally 2011)

NO GO is a Tic-Tac-Toe variant for 2 players. Two human players can check out the Flash App in their web browser NOW.

Play NO GO in your browser here!

It has been enjoyed by over 3,500+ players in over 50 countries!


CAEH Chess/Conspiracy Chess & Checkers Variants (1995-2011)

Joseph designed & play tested multiple chess and checker variants for several years, and has recently started working on resurrecting this intellectual property in Flash and board game forms. These variants are for 2-6 players.

Example of some of the game board layouts (1997-2005):
CAEH Chess & Conspiracy Chess, Checkers Gameboard

Screenshot of the PC Virtual Board game of CAEH Game Collection - 6 Player Chess (2004/Windows):
CAEH Chess 6PL Screenshot

Screenshot of the CAEH Game Collection - 6 Player Checkers (2004/Windows):
CAEH Checkers 6PL Screenshot


Drawcade/Drawspace, Drawing Game for Kids to Adults - Nintendo DS(2006-2009)

This game was for the Nintendo DS and later Windows for prototyping. It was along the same vein as Brain Age except it focused strictly on drawing certain types of things or people.

Joseph pitched this game to many publishers but nothing came to fruition. He then decided to develop it himself for Windows. This project is postponed for now.

Mockup of the Drawspace/Drawcade NDS UI:
Drawspace & Drawcade UI Mockup

Concept Art:
Drawspace & Drawcade Concept & Promo Art




Unique Painting Game for the Nintendo Wii (2006)

This title didn't quite take off during development. A cult license was attached to this game, and would have utilized the Wii's controller in unique ways for painting in 3d on a virtual canvas. This project set Joseph back about 2-3 years emotionally/creatively and helped him learn the "fail fast, adapt" mentality so that he could move on.




Mutant League Side Project While at Electronic Arts (2005)

Joseph worked on this while as a QA Tester at EA with some awesome and talented co-workers in their spare time. Details on the video description on Youtube.

This video has been mentioned on Gameinformer.com, Destructoid.com, Gamesetwatch.com


Circuit Pyramid/Gami Jami (2005)

This experiment was inspired by two of Joseph's favorite games, Warlords on the old Atari 2600, and Tetris. It is a puzzle and brick breaker combo game.

How well you played one level determined how much of a handicap you would have on the next, as the game went from puzzle to Warlords style gameplay back to back as you played. If you played well on the puzzle level, then you'd have all or most of your bricks protecting your sphere. If not, then you better be good with blocking the balls trying to get through.

If you lost almost all of your bricks on the "Warlords" level but survived, then you'd have a bunch of garbage pieces on your puzzle playfield that you would have to get rid of. The Warlords levels had random placement of bumpers and number of balls placed onto the play field every time, so you never knew what to expect, or who would be extra defended.

The puzzle levels worked kind of like putting together origami shapes to make pieces disappear. You would be shown the shape before the puzzle level began. The shapes came into play on the left side of the playfield, and the "bottom" of the playfield was on the right.

Another hook of this game was that it was ALWAYS 4 players, in any combination of CPU or Human players, until they lost. It was always until the last player was left standing.

The UI and graphics are horrid for this build, but this is the one that plays the best that Joseph still has. Joseph designed the game, and did the art. He licensed various tunes for the music. The then young wizard programmer that coded this game has had a successful career at Microsoft and is currently rocking code at Apple.

Here is a screenshot of a puzzle level.
Circuit Pyramid Puzzle Level Screenshot

Here is a screenshot of a brick breaking level.
Circuit Pyramid Brick Breaker Level Screenshot


Other Projects (1995-2003)

Real Time Action Strategy - Joseph was working on an inspired 1-4 player update of Herzog Zwei (Sega Genesis/Mega Drive) that was called WARazur and Herzogzeit at different stages. Like many virtual teams, things can fall apart fast. The project got as far as having 2 players working. Joseph wants to have this in the development pipeline for 2012 for Windows but, we will see. He wants to have solid 4 gamepad support and LAN support.

FPS & Vehicle Combat Back to 1996-1998-ish. Before there was Halo, or open world Grand Theft Auto type games, Joseph designed The Gabriel FACTOR. The best way to describe it today would be Judge Dredd cities meets F-Zero/Wipeout style vehicles meets Twisted Metal, San Francisco Rush, and Battlefield 2 gameplay. Many different genres of gameplay could be going on in each city at the same time, whether it was a battle in the arena downtown, dogfights in the air, street races across town, and more. Each of those types of gameplay could affect the outcome of the other events going on simultaneously. This is one of the dream games Joseph wants to make someday. This project got parts of a 3d city made, various concept art created, and some 3d character models/vehicles created and animated. It was too ambitious for such a small volunteer team and way too early for the technology to handle the network and visual requirements.


Copyright 1995-2012 Joseph Hatcher. All Rights Reserved. All other images and media are respective of their copyright and trademark owners.

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