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Bleak Frontier (2023)
Platforms: Steam (Windows) Engine: Unity Studio: Paladite Games I began early pre-production work on Bleak Frontier in late 2016 as the sole developer and founded Paladite Games, LLC in May 2018. In Summer 2023, the game was released via Steam Early Access. Over the coming months, Paladite Games plans to polish and complete the game ahead of its final release in the near future. I am responsible for all primary development tasks including programming, game design, 3D art production, UI, and writing. I was also able to expand the development team in the months before the Early Access release and I'm now managing additional team members including a 2D artist and composer. |
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Blue Apprentice (2016)
Platforms: iOS, Android, Windows Engine: Unity Studio: Galaxyz I joined Galaxyz in 2016 to help create their educational title, Blue Apprentice. The game is designed to teach Science topics to children ages 6-12. My tasks included designing and scripting new gameplay mechanics and helping to improve the game's crafting system and dialogue systems. I also created many new items for the game's element and device crafting mode. After moving on from my full-time on-site position, I continued to work as a remote, part time consultant creating new in-game items. The game currently is rated at 4.1 out of 5 stars on the Apple App Store. |
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Diluvion (2017)
Platforms: Steam, (PC, Mac, Linux), Nintendo Switch Engine: Unity Studio: Arachnid Games On Arachnid games' second title, I was present from the earliest concept and pre-production phase which began in January 2014. I acted as a level designer, UI programmer, 3D modeller, scripter, and writer at various points in production. I helped create the vertical slice level with tasks including 3D asset production, level and quest design, world building, lighting, UI programming and gameplay scripting. I also helped to create and manage the successful Kickstarter campaign that helped fund the game in June 2015, and creating all the trailers for the game since it's announcement in July 2014, through E3 2015. |
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Ballpoint Universe: Infinite (2013)
Platforms: Steam, (PC, Mac, Linux,), WiiU, iPad Engine: Unity Studio: Arachnid Games I was brought on the project fairly late in development to convert the UI from using Unity OnGui to using the NGUI plugin to prepare for a mobile and eventually a Steam and WiiU release. After the Steam release, I did additional work to make the UI function well on WiiU gamepad. I also helped implement IAP and store systems and created and balanced the new Infinite game mode that was added for the Steam and WiiU releases. Additionally, I created two trailers for the game, the Infinite teaser trailer and the Steam launch trailer, which I both shot and edited. To date over 110,000 copies have been sold across all platforms and holds a 88% positive rating on Steam |
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My Pet Monsters (2012)
Platforms: iOS, Amazon Kindle Engine: Unity Studio: Playviews My job on My Pet Monsters was UI implementation using the NGUI plugin in Unity. This involved programming the HUD, store and main menu in C#. Through various art and flow iterations, I consistently delivered UI assets to meet the ever evolving needs of the project. In my approximately 6 months on the project, I created 3 complete UI iterations for the game. In addition to UI, I was also responsible for programming other game systems including the tutorials and quests systems. Between its initial iOS launch in October 2012 and its Android launch on the Amazon Kindle in December 2012, I was also involved in implementing various new features. These included a new skills and jobs system for training your monsters, social features allowing you to visit friends' monsters and the in-app store. |
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Wind Up Knight (2011)
Platforms: iOS, Android Engine: Unity Studio: Robot Invader In 2011 I completed an internship at Robot Invader working on their first title, Wind-Up Knight. My primary task on the project was taking finished environment art assets from the artist and placing them into blocked out levels supplied by the designer. I was also responsible for lighting and placing other objects such as ambient sounds, particles and skyboxes. By the end of my 4 months on the project, I had worked extensively on 36 of the final 52 levels that shipped. With over 7 million downloads on both Android and iOS, Wind-Up Knight was a huge hit for Robot Invader. The game was called "A success story from start to finish" by Tara Long at Destructoid.com. It was AppliGet's 2011 Android App of The Year and ranked 19 on IGN's list of The Top 25 Android Games of 2011. The game currently is rated at 4.2 out of 5 stars on the Google Play Store with over 89,000 user reviews. |
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