Mitchell Augustin Official Website About Me Projects Archives

Archives

On this page, you can read about many of the smaller projects that I worked on when I was younger.

Aurora for Discord (2016 - 2018)

Aurora for Discord was an easy to use Discord bot that utilized an adaptation of the Aurora Interpreter for Discord. With Aurora, users could ask for the current temperature, weather forecasts, or get answers to other questions.

Discord logo


Virtual Passenger (2015)

Virtual Passenger was an Android app that I designed with the intention of limiting users from texting and driving. Distracted driving is a huge issue, and Virtual Passenger was designed to help with it. When a user had virtual passenger installed, it would monitor the phone's speed using its GPS and linear acceleration sensors. As soon as the speed goes above the 30 MPH threshold, the phone would display a system notification which prompted the user to put down their phone if they were driving. Unfortunately, I was unable to interest enough users in this app, so I have since removed it from the Play Store.

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AVOX/MITCH (2013 - 2014)

Before I made Aurora, I developed an application called AVOX (originally MITCH). AVOX, or the Augustin Voice-Over Control System, was a voice-activated virtual assistant for the desktop. Although it wasn't nearly as sophisticated as Aurora, AVOX could still perform a number of tasks, such as opening certain programs, reading the time, closing programs, locking your computer, and viewing websites.

 


Various 3D game projects (2012-2015)

Although I never published a full game, I became very familiar with two different 3D game engines. When I first decided to start programming, I planned on being a game developer. After I got tired of developing mobile games, I started out by learning how to write my own (extremely basic) game engine for desktops. However, when I realized that I would be better off using an established engine, I began learning about an engine called JMonkey. I went on to create a very minimal game environment in JMonkey, which allowed me to master the fundamental elements of the engine. After realizing the negatives of using a Java-based engine for game development, I went on to learn about Unreal Engine later on.

 


Plunge (2014)

In 2014, I wrote another Android game called Plunge. In Plunge, the player had to tilt their device to avoid crashing into various objects as they fell into a hole.

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Avoider (2013)

The first graphical game I developed was an Android game called Avoider. Avoider was an 8-bit game in which the player had to tap to bounce their green ball past the red obstacles.

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Plecostoman (2010-2012)

The first real program that I ever wrote was called "Plecostoman and the Search for the Mystical Algae Wafer." I wrote the first version of this game in Java, where it amassed roughly 1300 lines of code. (Quite a bit for 10-year-old me.) Plecostoman was a text-based adventure game in the style of old DOS games like Zork, in which you play as a Plecostomus who has to travel the Amazon River in search of the Mystical Algae Wafer. Later on, I ported Plecostoman to Android. This was the first Android app that I made entirely on my own without any help from tutorials. In 2012, I also created a sequel to Plecostoman called "Plecostoman 2: Attack on the cucumbers."

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Schweb (2007-2012)

Throughout my time in elementary and middle school, I ran several websites under the name "Schweb." Initially, Schweb started as my own personal review website. It was a place where I could talk about whatever I was into. Schweb ran under the URL schweb.homestead.com until 2010, which is when I decided to change things around and expand into a new area of development. Around this time, I was just beginning to learn how to make games, so I decided that it would be a good idea to showcase them on my website. From this moment on, Schweb had been split into two separate sites - Schweb Reviews and Schweb Games. In 2011, I added a social network to the mix. Schweb Social was my first attempt at creating a social network. Unfortunately, its capabilities were very limited, and it only gained 2 other users in its lifespan, both of which were my best friends. In 2012, I decided to shut down all of Schweb's websites permanently in order to focus more on my other projects.