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WORK

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MORGAN'S REVENGE

                Morgan’s Revenge my school capstone project. This Unity game is best described as a 2d action platformer with rogue-like elements. 

                Here, I lead a team that includes Shane Kusmierz and Krystal Davis. My primary role with this project is project manager and lead designer but I also help where needed in programming and pixel art. I am writing all documentation and have been identifying tasks that need to be done and ensuring that they are accomplished.

                The gameplay loop features the player playing through an action-platforming segment. When they lose they have an opportunity to buy powerups with any money that they found.

                Morgan's Revenge can be downloaded for free from my GameJolt page.

Work: Bio

ROBOT TRAINING FACILITY

                    Robot Training Facility is my most recently completed project. This game was created using Processing 3, GIMP, and LMMS.

                   The game is intended to be a speedrunning platform game, played similar to a Mario Brothers game. The player would receive points based on how quickly they reached the exit door. Each of the nine levels in the game also had three floppy discs that the player could pick up to increase their score.

                 This was challenging to develop because Processing 3 was the engine used. Processing is not a game engine so no pre-made game functions were available. The most difficult thing to incorporate was save game data. When I found that Processing could load and save image files, I realized that I could use a 2D array to create save data and store level layouts.

                 Because this game was developed with the input of crowdfunding I also had a due date for the project. To meet the due date some content was ultimately cut and some bugs remain in the current version. For example, the game originally would have featured a crouching mechanic that could be used to take shortcuts but would slow the player down if they remained crouched for too long. Delta time, a modern and critical functionality of gaming, was implemented incorrectly as well. There’s also a bug where the music does not play properly on older computers.

                 Robot Training Facility can be downloaded from my GameJolt page.

Work: Bio

GALACTIC CONDITIONING

                Galactic Conditioning is a school project that was developed with Shane Kusmierz, Ryan Smith, and David Vargas. The goal of the project was to create a functional level for a game using the Unreal game engine. Each project member was to create a useable tool or weapon to be found and used in the level. The game was designed as a sci-fi first-person shooter.

          I acted as project manager for the game. I advised and helped the other team members with their programming. My tool for the game was a teleportation disc. It could be thrown and the player could then teleport to the disc. The player could also drop the disc and walk away from it.

          I also created the initial level design for the project and acted as an everyman for other aspects, such as choosing sound effects. I also was responsible for the programming of the 3D HUD that was used in the final game.

Work: Bio

DRAGONTONGUE

               Dragontongue was made for the 2019 Global Game Jam. This was made in collaboration with Justin Dickinson, Calvin McKay, and Caleb Moody. The game was made using Processing 3 and Photoshop. Music was outsourced from free resources.

The theme for this Game Jam was “What home means to you’. I came up with the story of a young dragon who had moved into a cave. The game is a visual novel, where the player chooses from one of up to four options on how to interact with visitors to his cave. The game effectively has four endings depending on decisions made.

               My primary job here was as the project manager. I also wrote the story and recorded all dialogue. I also had a hand in programming as well.

              Dragontongue can be downloaded from Global Game Jam's website.

Work: Bio
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