Titan Blade
Sep 2016 - Apr 2017
3D combat demo inspired by the Souls and Monster Hunter series. You play as a mighty warrior wielding a massive sword.
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Unity 5 3D
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Solo project
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Fully modeled and animated 3D characters in Maya
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Unity State Machines for animations and AI
Planetary Pest Squad
Selected for DigiPen's game booth at PAX West 2016
Sep 2015 - Dec 2016
3rd-person shooter where players fight bugs on planetoids. Unique physics allows multi-directional gravity, spherical traversal, and orbiting projectiles. Amazing artists and dynamic planetoid generation makes Planetary Pest Squad a vibrant and playful experience. A coop-competitive game to be the top performing pest exterminator.
Role: Systems Designer, Programmer
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Unity 3D
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Team of 8
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Designed level progression, enemy encounters, and upgrade advancement to provide replayability and rising intensity
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Collaborated with the procedural content developer to create the planetoid system generation for easy adjustability and scalability
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Collaborated with the UX designer to develop the weapons, shooting, and level transitions with focus on engaging game feel
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Programmed enemy spawning, enemy management, and game loop
Roguebot
Sep 2014 - Apr 2015
Traditional turn-based Rogue-like emphasizing treasure hunting and combat through a procedurally generated labyrinth. Playable on tablet.
Role: Game Designer, Programmer
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Custom C++ engine with Ruby scripting
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Team of 5
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Collaborated with the lead designer to create the combat system, design enemies, and enhance the player combat experience
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Implemented the particle effects system and integration into Ruby scripting to provide physics-based particle effect tools
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Adjusted stat values based on player testing and feedback
Close Your Eyes
Nominated IndieCade 2014 Finalist
Jan - Apr 2014
Puzzle-platformer where you obscure your vision to manipulate your environment and overcome obstacles.
Role: Game Designer, Programmer
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Custom C engine
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Team of 4
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Designed levels, level progression, and level organization to ease learning of new mechanics and puzzles
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Adjusted puzzles with player feedback to improve user experience
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Programmed the physics math library, collision detection, and collision resolution into our C engine for use in the platforming gameplay
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Coordinated with the team to form unified art and narrative direction
Interview at 4:25 by Geek World Radio
Feebleton
Jan 2014
A card game where the players build up the town of Feebleton in order to ransack, pillage, and destroy it to keep all the money for themselves.
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Solo project
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Developed using rapid prototyping and rigorous playtesting
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Emphasis on simplistic and clear rules that culminate into complex and interesting moments