Adam Rezich

Programmer, designer, game enthusiast

Hi! I'm Adam. I like to make things for others to enjoy using; this is how I project myself onto the world.

I currently live in Rapid City, South Dakota; my email is my first name at my last name dot com.

Here's some stuff that I've made and contributed to.

Professional work

ScrapTF (2015–2016, 2017–2018)

I have done extensive contract web design and programming work for ScrapTF, a Team Fortress 2 hat-trading community website. I added features to the website—both user-facing and administrator-only—as requested by my employers. Among other things, I designed and implemented a “Christmas event” “game” on the site that increased user engagement so much that the system was reused for various future holiday events.

Here's some examples of the design work I did for the site.

Complete games

Unending Bonus (2015)

A pseudo-3D arcade-style shooter created at DigiPen Institute of Technology. Built using DigiPen's proprietary Zero Engine, I opted to abuse the engine's "draw debug line" functionality to create my own faux 3D graphics system and handle all of the drawing manually. It's not the most fun game ever, but it's pretty slick for only having been built in a few weeks, and I hope to one day revisit the concept, potentially using my own custom engine.

Unending Bonus can be downloaded here.

Game School Simulator 2015 (2014)

A simple 2D management sim created at DigiPen Institute of Technology. Written nearly from scratch in C (using DigiPen's proprietary "Alpha Engine" library for graphics calls), I designed and implemented the naïve (but functional!) component-based architecture of the game engine. And a Quake PAK file packing/unpacking system, for no good reason.

There's also a "making-of" video to go along with it.

OmniArch (2014–2015)

A 2D side-scrolling action game created at DigiPen Institute of Technology. Written from scratch in C++, I once again designed and implemented the underlying component-based architecture of the game engine, and also designed and implemented the menu system and some of the special effects (in JavaScript).

Super Magical Jumping Dude (2013)

A simple 2D side-scrolling puzzle platformer created at DigiPen Institute of Technology. Don't tell anyone, but the special abilities are totally just the shield powers from Sonic the Hedgehog 3.

I've been told that DigiPen now uses Super Magical Jumping Dude in its ProjectFUN summer programming/game design courses for high schoolers. That's pretty cool.

Super Magical Jumping Dude can be downloaded here, and the soundtrack is available here. (I never claimed to be a musician!)

Ongoing projects

Rain Game (2015–)

Focusing on aesthetics over gameplay for the first time (I tend to do the opposite!), Rain Game is an adventure game (probably?) with an emphasis on atmosphere. I really like what I've made so far, but I'm not really sure where it's going to go next.

crrsh (2015–)

A video game where you play as a systems technician who is using a command-line interface to re-establish communications with the manned International Lunar Research Base and figure out what went wrong.

Old projects

arena (2013)

"Moba"-style video game and experiment to teach myself online gameplay synchronization methods, game engine architecture, and vector graphic drawing systems. I was using Cairo for the graphics — but not on the GPU — and I learned the hard way that pushing 1920×1080×4 bytes to the GPU each frame is pretty slow, as it turns out. I didn't know any better. I'll return to these ideas again one day.

dotabutt (2012–2013)

Attempt at creating a rival to Dotabuff, a Dota 2 player stats tracker. Eventually ceased progress once it became apparent that several database servers would be necessary to compete with Dotabuff.

SoulsRL (2012)

Brief experiment in creating a Dark Souls-inspired browser-based roguelike with asynchronous multiplayer elements. This was my first time really messing around with Node.js and HTML5 canvas.

Loot Shop (2012)

When Diablo III came out in the summer of 2012, my friend Cam and I were kind of disappointed with it, and set out to make our own loot-driven game. I spent the summer making a game engine and random loot system with C# and XNA, and Cam composed some music and designed the systems with me — which mostly consisted of coming up with material for the item name generator. After laying down the infrastructure, Cam moved to Korea, and the game went on hiatus indefinitely. Maybe one day we'll rewrite the whole thing from scratch and work on it again — some parts of the codebase are terrible and should not be read by anyone.

Z-Day (2006–2012)

Early attempt at creating a roguelike in C# using libtcod. Way too ambitious, but hey, that's how you learn stuff.

I rewrote it from scratch like five times, iterating on my "game engine" design each time. The above link contains two of the versions; at some point, I'd like to find all of them and make a website that compares and contrasts them.

Maybe it's about time to start working on rewriting it from scratch again, perhaps as an excuse to learn a new language (Rust? Haskell?) or something...

interior (2011)

A very weird, unfinished Game Maker game with some strange ideas that I never really fully explored. I haven't touched it since 2011, but I kind of want to get back to it at some point. If you play it, make sure you play through until the credits.

gpk (2008-2009)

Garry's Mod Parkour. If you find any "parkour" servers in Garry's Mod today, odds are the gamemode code is based off some real terrible Lua I wrote back in high school.



All the projects I've started, learned something from, and then abandoned.

Any current small hobby game projects I'm working on are posted here.