Overview

I love creating games and learning about them! I enjoy spending time trying to improve my knowledge of games and their creation from many different directions, and enjoy participating in game jams. Below you will find some of my projects along with video playthroughs and download links. Especially with the game jams, bugs are to be expected due to the tight time restriction.


3D Art

Ongoing

I have recently been exploring 3D art, animation, and VFX. I’ve been practicing with DCC tools such as Blender, ZBrush, Substance Painter, and Substance Designer

 


Cubo

January 2020

Created for Global Game Jam 2020. Cubo is an isometric real time strategy game. Players create and control cubes to make money and create and repair turrets to defend their bases from attack. Quick and precise decision making is necessary to keep up your defense while pursuing the ultimate goal of feeding enough cubes to the negacube!

I coded all of the non-enemy logic for the game, co-designed the systems and tuning, and created the art, animation, VFX, and UI.

Click for video playthrough

Click for playable build
Tutorial in game


SkeleGuy Goes Home

January 2019

Created for Global Game Jam 2019. In SkeleGuy Goes Home, players control a skeleton in isometric combat against spooky bats, eyeballs, and demons. Players that find all 8 secret locations get a bonus at the end (just a silly picture).

I worked on art, animation, VFX, and level design for this project, and I am proud of the cohesive look and feel of the game given the tight time restrictions.

Click for video trailer

Click for video playthrough

Click for playable build
WASD/Joystick to move, o key / X to dash, p key / Circle to attack


Andromeda

May 2018 - August 2018

Created during free time after leaving Bungie, Andromeda was the beginnings of a project inspired by Titanfall 2's fluid movement. My focus was on fluid and intuitive character movement dynamics. Work on this project stopped once I accepted a game design position at Respawn, as I worried the Titanfall style of it would be a conflict of interest once I had access to the actual source of the game.

I created this demo solo with the exception of music and sfx.

Click for video playthrough

Click for playable


Fruity Facts

April 2018

Created for Ludum Dare 41, Fruity Facts is a top down shooter where you fight fruit and learn fun fruity facts! I am most proud of the consistent art style and having three enemy varieties considering the time limit.

I built this game solo in 72 hours, creating everything but the music assets.

Click for video playthrough

Click for playable build
WASD to move, click to shoot


Gear Five

January 2018

Created for Global Game Jam 2018, Gear Five is a high speed vehicle game where players shift gears to trade between speed and maneuverability.

I worked with a musician on this game who created the soundtrack and sfx, and we created Gear Five in 48 hours. I am most proud of the feature where colors of the game change and pulse in sync with the music.

Click for video playthrough

Click for playable build
A/D to steer, arrow keys up/down to shift


Fatal System Error

May 2017

Created for Ludum Dare 38, Fatal System Error is an FPS where players dash and jump around avoiding enemies and swapping weapons. I am most proud of the flow of swapping between two weapon modes which are more effective against different enemies.

I built this game solo in 72 hours, creating everything but the music and sfx.

Click for video playthrough

Click for playable build
Tutorial in game, warning: difficulty is overtuned, game is quite tough!


Clockwork

January 2017

Created for Global Game Jam 2017, Clockwork is a time trial game focused around movement. I am most proud of our ability to create a wallrunning controller in such a short time period. I enjoyed playing with this movement concept enough to revisit the idea as I began work on Andromeda.

I created the art and level layout for the game, and helped program and tune the character movement. This was a 48 hour jam.

Click for video playthrough

Click for playable build
WASD to move, space to jump, c to slide/dive, click on red targets


Vessel

January 2016

Created for Global Game Jam 2016, Vessel is a stealth game set on an abandoned battleship. Players must loop through the map turning key valves 3 times, with each loop getting harder with more enemies.

I created a modular art kit and built the level for the game, and assisted with minor programming tasks. I am most proud of my ability to create a modular kit and build the level in the short 48 hour window.

Click for video playthrough

Click for playable build
WASD to move, click to interact


Rancora

January 2015

Created for Global Game Jam 2015, Rancora is a horror game based around the idea that information is the only thing limiting a players completion of the game. As a player runs through the game, they must deduce that things are not entirely as they seem. 

As with other GGJs, this was a 48 hour jam. I created the level layout using a purchased modular asset kit, assisted with some programming tasks, and did the writing for the game. I am most proud of the "move through a door that is only there when you look at it" idea at the end of the game.

Click for video playthrough

Click for playable build
WASD to move, E or click to interact, enter to enter code into numpad


Decay

October 2014

Created for an MIT Maker Faire, Decay is a game where players progress through a section of abandoned city fighting off slow moving zombies. I was focused on level design for this project, trying to lay out the level to have a cinematic type feel with "screenshot worthy" vista moments.

I worked on this project solo for one week, using art and sound assets from an asset store.

Click for video playthrough

Click for playable build
WASD to move, R to reload, click to shoot


Pulsar

January 2014

Created for an arcade jam, Pulsar is a game designed specifically for an arcade cabinet currently located in the MIT Media Lab. The game has up to two players flying ships and attempting to lure colored enemies into similarly colored planets which pulse along different rhythms according tothe music.

I created most of the art assets, programmed, and co-designed the game in short stints over a couple of weeks.

Click for video playthrough

Click for playable build
1 or 2 to select # players, WASD to fly


Proceed

January 2014

Created for Global Game Jam 2014, Proceed is a horror game about subverting the preconceived notions of a typical video game player. I am most proud of the non-euclidean nature of the level.

I programmed and did the level design for the game, as well as contributing some 3D art assets. This was a 48 hour jam, and my first ever game jam!

Click for video playthrough

Click for playable build
WASD to move, E to interact