Games
23 projects

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TMNT SF: Metalhead & Arena Mode
Teenage Mutant Ninja Turtles roguelite DLC
View project : TMNT SF: Metalhead & Arena ModeTech
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TMNT SF: Metalhead & Arena Mode
Teenage Mutant Ninja Turtles roguelite DLCMy workDesigned Metalhead, the first fully ranged hero, plus Arena Mode and its three levels.View project
TMNT SF: Casey Jones & The Junkyard Jam
Teenage Mutant Ninja Turtles roguelite DLCMy workLed design of Casey Jones, the first new playable character since launch, plus the Junkyard level and its two bosses.View project
TMNT: Splintered Fate
Teenage Mutant Ninja Turtles rogueliteMy workCombat design, balancing, and cross-platform systems work for the core release, from iPhone to PC, Mac, and Switch.View project
Robits
Build! Program! Fight!My workCombat design and gameplay programming for an action game about building and programming robots.View project
Playground Heroes
Embark on a souls-like fantasy adventureMy workCore gameplay systems and boss mechanics for a split-screen co-op souls-like.View project
Occultus Occularus
Reflect upon your inner truthMy workLight-redirecting puzzle platformer, where I also taught new club programmers Unity.View project
Superball
Become a champion!My workTurn-based RPG built around a city-wide dodgeball tournament.View project
Grapple Game
Using your bone snake, traverse across a time-traveling factoryMy workThree-week puzzle prototype where every mechanic grows out of a rope-snake grappling hook.View project
Resonator
Delve deeper into madnessMy workExploration horror prototype where an eldritch dimension bleeds into the real world.View project
PJ & Casey in The Great Cookie Caper
A stealth heist over a floor of lava!My workGlobal Game Jam 2019 puzzle platformer built around a throwable bouncy pillow.View project
PICO Wars
8-bit Advance Wars combat!My workAdvance Wars demake in PICO-8 with a level editor that works around the 32 KB cartridge limit.View project
Boardcraft 3
Cardboard Warcraft 3 combat!My workBoard game adaptation of Warcraft 3, balancing economy against army building.View project
Ozymandias
Interactive fiction through a shifting desert sandscapeMy workParser-based interactive fiction where exploring a desert slowly uncovers a buried city.View project
Action metroidvania (Unreal Engine 5)
C++ and GAS gameplay architecture, a combo graph and designer tools for an unannounced UE5 action metroidvania.My workGameplay architecture for an unannounced 2.5D action metroidvania in Unreal Engine 5: C++ and GAS combat, a combo graph, component based characters, and editor tools for designers, on a 6 person team.View project
Hypercasual: arcade space shooter
Wave based arcade shooter with themed modes, an escalating boss roster, and art and audio made entirely in code.My workA wave based arcade space shooter for phones: themed modes with their own ships and weapons, a seeded boss roster, several touch control schemes, and art and audio generated in code.View project
Hypercasual: roguelite brick breaker
Brick breaker with a composable rules sandbox, the studio reference economy, a Monte Carlo sim lab and an accessibility audit.My workA roguelite brick breaker where every rule is a swappable mod, any mix combines cleanly, and harder mixes pay more, with the studio reference economy, a balance sim lab and a formal accessibility audit.View project
Hypercasual: naval strategy
Turn based naval strategy with faction abilities, an AI opponent, live daily missions and measured color vision accessibility.My workTurn based naval strategy with data driven factions and abilities, an AI opponent, daily missions through remote config, and the catalog's most rigorous color vision accessibility work.View project
Hypercasual: card battler
A classic card game expanded with decks, perks and auctions, on a rules engine that plays full matches headless.My workA card battler that expands a classic card game with themed decks, roguelite perks, wars and auctions, on a pure rules engine that plays whole matches headless.View project
Hypercasual: 3D stacking puzzle
An original number sum stacking puzzle with swappable themes, an in game level editor and per level leaderboards.My workAn original 3D number sum stacking puzzle: solver and grid logic fully separate from presentation, procedural themes with custom shaders, an in game level editor and per level leaderboards.View project
Hypercasual: tap to clear puzzle
A tap to clear logic puzzle with a procedural generator, a solver and validator, and a hand made level editor.My workA tap to clear logic puzzle with a procedural level generator, a solver, a validator and a hand made level editor.View project
Hypercasual: drag path puzzle
A design led drag path puzzle with mechanic packs, player made level rules and color independent cues.My workA design led drag path puzzle in pre production: themed mechanic packs, par and timer rules for player made levels, and glyphs so color is never the only cue.View project
Hypercasual: arcade snake
Arcade snake with modes and daily challenges, the first title bootstrapped from the shared framework.My workAn arcade snake with modes and daily challenges, and the first title to start from the shared studio framework on day one.View project
Narrative deckbuilder: framework adoption
Adapting the shared studio framework and tools to the team's mid tier narrative deckbuilder.My workAdapting the studio framework and tools from the hypercasual line to the team's mid tier narrative deckbuilder, proof that the framework scales across project sizes.View project
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