My Projects

My Projects

My game development projects

It's in the Cards

Unity

It's in the Cards was a Ludum Dare 53 submission. There was a group of six of us and my role was game design and also I shared the programming with another developer. This small group of artists was so wonderful to work with. We all enjoyed our time together so much that we are now working on an RPG in our free time.

For this game, I wanted to create something with a story. The player assumes the role of a psychic and creates predictions based on their prompts. The decisions you make change the way each character's story plays out.



Golden Harvest

Unity

Golden Harvest was a Ludum Dare 52 submission. There was a group of five of us and my role was to program the dragon's lair. I wanted to compete in a game jam and was lucky enough to find a solid group through the jam's discord.

The game consists of two different scenes: the dragon's lair and town. I coded the dragon's lair part of the game and helped with the overall game design.

The game scored at 321st overall (out of over 1600 submissions)



Bounce Ball Get Cubes

Unity

Bounce Ball Get Cubes is a solo project made with the Unity game engine in which players must bounce a ball through puzzle courses. All the graphics were done in Photoshop and the sounds were made in Maschine.

The idea behind this game was to recreate a classic game (in this case, pong and brickbreaker) and add my own twist to it if possible.

I am still working on my visual art (both 2D and 3D) so I only wanted to use primitive shapes with simple textures on them.

Working on this game, I experimented with Unity physics, creating physic simulation scenes to predict trajectories, and utilizing a Cinemachine system.



No Call No Show

Unity

No Call No Show was a small project I created with the help of Steve Bryant (level design and environment assets). The purpose of this project was to gain more proficiency in the Unity game engine.

I wanted to try my hand at a platformer and to tell a story. The base of the game was built on the Corgi Engine. The sounds were made in Maschine and the graphics were produced in Photoshop and Illustrator.

Besides telling an engaging story through computer terminals you find along your way, I experimented with the platformer format. Instead of advancing through the game by moving left-to-right, you need to move upwards to higher floors of the office building. If you fall, you'll fall down to a lower, previous, level and have to work your way back up. The game ends with a boss battle on the roof.





Chogger

Processing

"Chogger" was created in early 2017 as a school project while learning Processing. The assignment was to remake a scene that looked like the classic game 'Frogger'. I had come into my school's program already fluent in JS, so I took the assignment a step further and created a playable 'Frogger' game.

The graphics used in this game were found online and altered in Photoshop. The sounds were made in Maschine.



Flow

Processing

"Flow" was created in early 2017 as a school project while learning Processing. Processing is a small JS based language aimed at artists and hobbyists. I transferred into my school program being fluent in JS, so I wanted to challenge myself. As an experiment, I thought it would be fun to create a game that manipulated time from the player's perspective. The basic sounds were made in Maschine. The graphics were found online and altered in Photoshop.

After this game was finished, I learned a few things about balance. At level 5, asteroids will start falling diagonally across the screen but it's pretty much impossible to reach that level. Also, many players discovered that you could pretty much stand still and never lose. These things really made me pay attention to how people would interact with my games in the future.

Info

Info

Places around the web that you can find me