Very Weird
Five friends, jetpacks, and the passage of time.
Featured on Warp Door, Kill Screen daily and PCGamer.com
An Unconventional Mech Game
Made for the walking dead game jam, this is a game about what happens when you decide to make a radically different way to control a mechanized walking tank and then spend 2 weeks goofing off in unity3D.
AWARDS: Honorable Mention
Emotional catharsis via game design
During a difficult perioid in my life I decided to not focus on gameplay, and instead getting expressing myself in the context of a game. Through level design and scripting, I crafted an interactive vision of my inner self. This is a very personal game to me.
Featured on FreeIndieGam.es and the Sufficiently Human Podcast
Space-Faring adventure game
I wanted to experiment with a monocrome color pallete and a different method of making a space-shooty game. I really like the look of old school mac-classic games, so that's where a lot of this came from.
Dogs and Jetpacks
For this game I wanted to try my hand at twisting the "infinite runner" genre and midway through I asked "what if I just gave the player a pellet gun?" and after months of tweaking this came about. After demoing it at the GDC I was asked if I wanted a job at a certain company, only to find out they weren't actually hiring flash programmers, but I was welcome to join their revenue-sharing program...
Golfing with explosions
The challenge for the particular month was to make a game where the main charachter couldn't move. I was playing a lot of Quake 3 at the time and was very good at rocket jumping, so I decided to take the concept and translate it into a 2D platformer
It's a long way to San Francisco
Often when I get bored I find myself wishing I could be coding. On the plane to the GDC I wanted to find out what I could make in transit. Development was cut short when the plane developed hydraulic issues and had to make an emergency landing. I completed the game after landing
It's like The Walking Dead, but not really
I really like how easy Twine is to use for interactive text adventures, and I wanted to see about implementing an 'overworld' and branching paths. Mixed success. Really, I just like writing dumb stories and putting them into videogames.
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The theme is everything, forget the theme.
Ludum Dare is a very popular 48 hour game jam, where participants vote on a theme. As it's gotten more popular, the themes become more and more vauge and too uninspiring. So I decided to make my game about cats instead.
Real-Time level design
The theme of this Ludum Dare was "you are the enemy" and we ended up sketching out a game where you play as the player's ultimate enemy, the level designer. Ian did all of the code, and I did all the art and sound assets.
Bullet hell meets regular hell
Continuing the theme of "terrible Ludum Dare themes", I wanted to make a space shooter where the ship's attributes would evolve with the playstyle. It ended up not really working but I salvaged the remaining game, play to find out how
Let's make a robot
Wanting to further my skills, I elected to learn how to use Blender to model, rig, and animate a charachter. This is the end result of a week of work, having never used Blender before. I am an incredibly fast learner.
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This is a modal window. You can do the following things with it:
This is a modal window. You can do the following things with it: