GAMES
Samples of games I have worked on, plus a bit about my game design background.
RETAIL GAMES
Spin the Beat is a couch-multiplayer arcade-style jump-n-dodge survival game for one to four players. You are dropped into a simple environment which quickly comes to life in vibrant colors and sounds as you dodge enemies, collect power-ups, and avoid falling off, all to the beat of the procedurally-generated soundtrack. Compete to be the last one standing, aim for a high score, or cooperate to make the game last as long as possible.
Spin the Beat is a remake of the student game BeatBox (located further down this page).
Released May 5, 2017.
Purchase or download the demo by clicking the button above.
Spin the Beat is a remake of the student game BeatBox (located further down this page).
Released May 5, 2017.
Purchase or download the demo by clicking the button above.
DIGIPEN STUDENT GAMES
SOLO GAMES
Games I have made as solo projects, all using the "Zero" game engine developed internally at DigiPen Institute of Technology. I was responsible for all design, scripting, art, and sound for these projects.
Kitty Carnage is a "Godzilla game" about a cat in a cat-themed tank. A Scottish Fold by the name of Lieutenant Fishbreath, lifelong resident and mascot of the Fort San Gatino Military Installation, is resentful of the officers and soldiers on the base for treating him like a pet despite his "title" of lieutenant. When a prototype melee tank known as the Gatonator is built bearing Fishbreath's likeness, it's the last straw. He seizes the tank and begins a rampage to demand the respect of the city of San Gatino.
Currently unreleased. |
BEATBOX is a game for 1 to 4 players. You are dropped atop a neon-lit cube, which will flip and change color in time with the thumping soundtrack, summoning simple yet potent baddies with each flip which will attempt to knock you off. Play solo or bring in up to 3 friends to cooperate or compete for survival and high scores.
Made in 2014.
Featured at PAX Prime 2014.
Made in 2014.
Featured at PAX Prime 2014.
ROLLING HAVOC is a role-playing/platforming game with a focus on close-up combat. Play as a sphere in a world inhabited by other spheres as you endeavor to discover what mysteries lie within the sealed Golden Tower, all the while fighting off roving bandits and the mighty Guardians who defend the keys to the Tower.
Made in 2013.
Made in 2013.
BIG OIL CONQUERS THE MOLE PEOPLE is a strategy game that turns tower-defense on its head. Deploy a fleet of automated tanks to claim resources from caches which are heavily guarded by stationary towers.
Made in 2013.
Made in 2013.
TEAM PROJECTS
Games I have worked on as part of a team at DigiPen. My roles on each project are outlined below.
Click on a button with a game's title to visit a page with more details on that specific game, including screenshots and some insight into the design decisions made on each project, plus a download link for each.
Click on a button with a game's title to visit a page with more details on that specific game, including screenshots and some insight into the design decisions made on each project, plus a download link for each.
A BEEVER! is a 2D platforming game about a beaver who is on a journey to find his friend, who happens to be a bee. Control the beaver as he uses his tail to fly like a bee and swat away hostile wasps in his quest to save his friend and accomplish his dream of becoming a flying "beever."
Made in 2012-2013.
Roles: Music composition, Sound effect design
Featured at PAX Prme 2013.
Made in 2012-2013.
Roles: Music composition, Sound effect design
Featured at PAX Prme 2013.
LUMINARIA is a puzzle game about redirecting a beam of light. Guide the light from its source to a receiver in a relaxed, pressure-free environment using a variety of items such as mirrors, prisms, and magnification lenses to manipulate the light.
Made in 2012.
Roles: Game design, Music composition, Sound effect design
Featured at PAX Prime 2012.
Made in 2012.
Roles: Game design, Music composition, Sound effect design
Featured at PAX Prime 2012.
NEXUS is a team-based multiplayer combat game. Drive a tank through a maze-like environment as you hunt down and destroy members of the opposing team in a race to reach the target score before they do.
Made in 2012-2013.
Role: Music composition
Made in 2012-2013.
Role: Music composition
BACKGROUND
When I was about six years old, I began to sketch out levels for the Crash Bandicoot games, then favorites of mine, as a hobby. It wasn't until recently that I looked back and realized this was the beginning of my interest in game design.
With any game I played as a kid, I would ask questions like "Why can't [character] do this instead of this?", "What if that platform was over there instead of where it is now?", "Why can't I go this way instead of that way?", and similar. These are the questions that I have found myself both asking and answering as a game designer at DigiPen.
From 2007 through 2011 I worked off-and-on on plans for a side-scrolling platform game, periodically rebooting the concept with a fresh batch of ideas. The game never came to fruition, but I did learn a lot about the process of refining an idea ... as well as the dangers of working without deadlines or creative restrictions.
In 2008 I discovered Valve's first-person shooter, Team Fortress 2, and not long after I discovered the free authoring tools for the game that were offered by the game's developer, Valve Software. Through a mix of tutorials and trial and error, I eventually was able to build levels from the ground up that were solid from a programming standpoint, if not necessarily well-designed for gameplay. In two years as a part of the TF2Maps.net community, I learned enough to build maps which were better suited to TF2's play style. I started to work on maps for other Source engine games, culminating in the high point of being named second runner-up in a Valve-sponsored Portal 2 puzzle design contest in the summer of 2011.
At DigiPen and beyond, I have greatly enjoyed designing and tweaking all aspects of gameplay in multiple solo and team projects while keeping my interest in level design alive. Most recently, I have enjoyed working on and releasing Spin the Beat, my first retail game, as well as prototyping a large number of small but functional concepts in Unity.
With any game I played as a kid, I would ask questions like "Why can't [character] do this instead of this?", "What if that platform was over there instead of where it is now?", "Why can't I go this way instead of that way?", and similar. These are the questions that I have found myself both asking and answering as a game designer at DigiPen.
From 2007 through 2011 I worked off-and-on on plans for a side-scrolling platform game, periodically rebooting the concept with a fresh batch of ideas. The game never came to fruition, but I did learn a lot about the process of refining an idea ... as well as the dangers of working without deadlines or creative restrictions.
In 2008 I discovered Valve's first-person shooter, Team Fortress 2, and not long after I discovered the free authoring tools for the game that were offered by the game's developer, Valve Software. Through a mix of tutorials and trial and error, I eventually was able to build levels from the ground up that were solid from a programming standpoint, if not necessarily well-designed for gameplay. In two years as a part of the TF2Maps.net community, I learned enough to build maps which were better suited to TF2's play style. I started to work on maps for other Source engine games, culminating in the high point of being named second runner-up in a Valve-sponsored Portal 2 puzzle design contest in the summer of 2011.
At DigiPen and beyond, I have greatly enjoyed designing and tweaking all aspects of gameplay in multiple solo and team projects while keeping my interest in level design alive. Most recently, I have enjoyed working on and releasing Spin the Beat, my first retail game, as well as prototyping a large number of small but functional concepts in Unity.