Christopher DeBoy

My name is Christopher DeBoy, and I'm an aspiring game developer and graphic designer/artist. I'm most familiar with the Godot Game Engine and its GDScript scripting language, having worked with it for over 8 years and developed quite a few comprehensive systems in it. If you're interested in hiring me, feel free to reach out

Here's a list of languages I'm most familiar with:

Here are some links to my profiles:

Portfolio Sections:


Contact


Programming


Godot FPS Controller

Demo 1  |  Demo 2  |  Demo 3

This is a first person shooter controller I made in the Godot engine. I got pretty far along and it includes the following features:


Mech Controller Demo

This is a mech controller demo I created in the Godot game engine. It is a minimal proof-of-concept and includes the following features:


6DOF Controller Demo

Demo 1  |  Demo 2

This is a six degrees of freedom (like in the Descent series) controller demo I created in the Godot game engine. It is a minimal proof-of-concept and includes the following features:


RZZNNV2N

This is a simple challenge game I made, where you navigate a helicopter through a gauntlet of challenges, increasing in difficulty with each level. Made in Godot 2.X, it was a sequel to my prior game, RZZNNVZN, which was made in JavaScript using MelonJS.


Magical Girl FPS

Mall hub level  |  Firing  |  After firing for a bit  |  Some world models I had made  |  The heart wand

This was a magical girl-themed FPS I was working on in Godot. Unfortunately, I'm unable to launch the project, so these images are all that I have of it. In this game, you could play as 3 different magical girls, each one having their own wand and movement mechanic. Movement mechanics were activated with the jump key while airborne.



Wands:
Movement types:


3D Gauntlet-like

Fighting Skeletons as the Wizard  |  Fighting ghosts as the Barbarian  |  Items  |  Potion

This was a 3D Gauntlet-style game I was working on that the project seems to have been lost to time. I had a character select screen and a single level that you could play through complete with pickup items, unlockable doors, destroyable walls, items to pick up, enemies, and an exit. Unfortunately, these are the only two pictures of it I can find at the moment.


UPDATE: I have found the project files and put the models up under the public domain at Itch.io!


GameBoy Color DVD Screensaver demo

This is a simple demo I made using GBDK to get familiar with the library. It features a DVD Video logo as a metasprite that bounces around the screen and changes color on collision.


GameBoy Roguelike

This is a work-in-progress roguelike I've been working on for the GameBoy in C and GBDK. It's pretty early on, but the basic skeleton of dungeon generation is implemented.


Nim Reverse Polish Notation Calculator

Demonstration of nrpnc, showing function declaration, calling one function from another, and some simple addition.

This is an RPN (Reverse Polish Notation) calculator in Nim. It operates with a stack-based language with if/else statements, variables, and function declaration, which should, in theory, make it turing-complete.


N.U.T.E.


Demonstration of nute, a simple line text editor.

The Nim Unstructured/Useless Text Editor. This is a line text editor I made as an exercise to learn Nim and make use of its built in types. It stores a document line by line in an AVL tree, and it makes editing the text document much like entering a program into an 80's microcomputer. To enter text, you type the number for its line, followed by a space, and then the text you wish to enter. If there's a line number collision, it replaces the old line, but if not, it's entered into the AVL tree, which then self-balances.


Atlas Window Manager

Demonstration of nrpnc, showing function declaration, calling one function from another, and some simple addition.

This is the Atlas Window Manager. AtlasWM aims to be a lightweight, but featureful, and user-friendly window manager for X11, based on Joe's Window Manager (JWM), that only uses permissively-licensed code and libraries, as it will be the default window manager for AcephalOS and eventually PrometheusOS.

Currently, I've replaced Cairo/libRSVG with PlutoSVG, and have enhanced the customizability of the motif theme to enable greater readability, and am currently working on replacing Pango/XFT with libSchrift. I intend to extend its features, with some of the main ones being tababble windows, like in Haiku or FluxBox, and a global menu panel item.

AtlasWM is currently in alpha stages, and most planned features are not yet implemented. Many things are likely subject to change, so it is not recommended for daily use.


3D Art & Animation

Some 3D models I've worked on, some of which are animated. This is an incomplete list.


Glock 17

Rigged Glock 17 3D model I was working on in Blender, texture made in Inkscape and GIMP.
3-Quarter front left  |  3-Quarter front right  |  3-Quarter rear left  |  3-Quarter rear right  |  Front  |  Rear  |  Left  |  Right  |  Locked open, left  |  Locked open, right  |  Under slide  |  Texture

Rigged Glock 17 3D model I was working on in Blender, texture made in Inkscape and GIMP.


The New Retro Show intro

Intro sequence I made for the YouTube channel The New Retro Show.


Metal Jesus Rocks intro

An intro sequence I made for the YouTube channel MetalJesusRocks. Unfortunately, I do not recall the video it was used in.


Arm Cannon

Samus Aran arm cannon I made for a Quake Mod I was working on.
Animations  |  3-Quarter clay render  |  3-Quarter clay render, open  |  First person clay render  |  First person clay render, open  |  Front clay render  |  Side clay render  |  Top clay render  |  Texture  |  3-Quarter textured  |  3-Quarter textured, open  |  First person textured  |  Side textured

Samus Aran arm cannon I made for a Quake Mod I was working on. Made using forward kinematics.


Robot

A robot model I created, inspired by some outdoor security cameras I saw around town.
Walking, ready  |  Crouch-walking, ready  |  Walking, no gun

A robot model I created, inspired by some outdoor security cameras I saw around my hometown. Makes uses of Forward and Inverse kinematics.


Star Raiders

A mech model I made for a game a friend of mine and I had started.
Mech, Walking  |  Mech, Walking, alternate view 1  |  Mech, Walking, alternate view 2  |  HMV  |  Tank  |  Sentry turret  |  Jet with Texture

Various models I made for a game I was working on with a friend called "Star Raiders"(Working title). Animated using forward kinematics.


Various Guns

A low-poly, stylized Micro-Uzi model I had created.
Micro-Uzi  |  Kriss Vektor  |  Ithaca 37 Stakeout  |  AR-15  |  FAMAS, untextured  |  Recoilless Rifle, clay render  |  Saiga-12, untextured

Various low-poly, stylized weapon models I have created over the years.


Wallpapers

Various retro/synthwave desktop wallpapers I've created in Blender3D.
Synthwave Terrain  |  Synthwave Terrain, alternate glow  |  Synthwave Color Solids  |  RetroWave fast food

Various retro/synthwave desktop wallpapers I've created in Blender3D.


Graphic Design


The Liver typeface

This is the typeface used throughout this document. Liver is a public-domain sans-serif font in the style of Goma/Shin-Go/Rodin/Saira, modeled with screens in mind.

Comes in regular and mono variants. Bold variant in the works.


Logos

AcephalOS logo

AcephalOS logo


Logo I made for a FreeBSD-based OS I am working on.

San Bernardino Operation logo

San Bernardino Operation logo


Logo I made for the organization to work on AcephalOS.

ioRTCW logo

ioRTCW

old ioQuake3 logo

Old ioQuake3 logo

The Gore Edition logo

The Gore Effect Facebook logo

In addition to the above logos, all other logos on this page were designed by myself.