top of page

FULL WORKS

Listed chronologically by creation date

Shrapnel

Shrapnel is an arena shooter with a modular gun creation system. I was in charge of project management, level design, sound design, world building, mechanic design, and some graphic design. The game was built in Unity for PC and has support for up to four X-Box One controllers.

Shrapnel was developed by myself and four others from January 2016 to May 2016. It was shown at University of Wisconsin - Whitewater's 'Media Arts and Game Development Expo' where it won the People's Choice Award.

The game is no longer in development, and is available to download from the link to the left.

Labyrinth

Based on the board game of the same name, Labyrinth is a first-person maze puzzle created for a class project. Players must navigate an ancient desert maze, using buttons to change the layout and create a pathway to the treasure. The game includes three levels, each harder than the last.

I did a majority of the programming on this project, in addition to the sound and level design.

As it was created solely for a class project, Labyrinth is no longer in development. You can download and play it by clicking the link to the right.

Spheriohack

Spheriohack is a ball-rolling game for mobile devices. Created for a class project, Spheriohack utilizes motion controls to roll a ball through a series of challenges in a deliberately techno world.

On this project, I was in charge of music, level design, and elements of GUI design. It was one of the first projects I've led.

The game is no longer being worked on. It's available for free on the Google Playstore.

Premonitions

Created as an introductory project to the Unity Engine, Premonitions is a text-based adventure about a college student suffering from strange migraines.

For this project, I did all the programming, story-writing, and visuals. Premonitions has many different endings, and presents a unique challenge to the player: reading situations and predicting outcomes.

Premonitions is no longer being worked on. It is available to download and read by clicking the link to the right.

TANKED

TANKED was created by me and a few friends for the University of Wisconsin - Whitewater 2015 Hack-a-thon. The Hack-a-thon was a free-for-all game and technology jam where participants were allowed to create anything from games to websites. My team decided to create TANKED, a top-down tank shooter.

For this project, I designed the mechanic systems and wrote the game's soundtrack using Finale PrintMusic 2011. Our team was awarded 1st place for our creation.

If you're interested in playing one of the first games I ever worked on, you can click the link to the left and play TANKED on Windows.

projects.

FULL WORKS

Listed chronologically by latest project

2013-2018

Vaporburn

Vaporburn is a party racing game inspired by vapor and early 90's culture. Players race against each other on procedurally generated tracks while drinking in the aesthetic.

Development began on Vaporburn  during the 2018 Global Game Jam. We liked the idea so much that we decided to continue working on it afterward. I was responsible for directing the game's design vision and aesthetics. I created all the 3D assets and many of the 2D assets. 

Vaporburn won Best in Show at the 2018 UW-W MAGD Expo. We have plans to continue working on the game; you can click the link on the left to download and play Vaporburn. Feel free to tell us about your experience with the game!

KUROZU

KUROZU is a retro revival first-person shooter inspired by some of the earliest games of its kind. It blends Japanese mythology with Lovecraft influences to create unique worlds and encounters for the player. It features both a single-player campaign as well as local multi-player with bot support.

KUROZU is by far the biggest project I've led. I was in charge of leading the creative vision, managing team members, designing weapons and levels, and some audio work. KUROZU was chosen to be showcase at the 2018 UW-W MAGD Expo.

You can play a demo of KUROZU by clicking the link to the right. We welcome any and all feedback, so feel free to tell us about your experience with the game!

Foreboding Doom

Foreboding Doom is a tabletop bite-sized role-playing game where players train a character to take on an impending apocalypse. Players choose from several classes, learn skills, buy equipment, and fight monsters to become strong enough to take on the big bad.

I made Foreboding Doom as part of my independent study to really test how much I could create purely on my own. I want to create a companion application that takes care of much of the game's analog components to make it more palettable to a wider audience. I have plans to continue work on Foreboding Doom.

The Ravine

The Ravine is an asymmetric game where one team of 2-3 must secretly deliver military intel to the other side of a deep ravine. The other team of 1-2 lays traps before their arrival and attempts to stop them using guerrilla tactics.

The board and tiles are made of engraved basswood, and the player tokens were 3D printed. I wanted to challenge myself with new physical mediums as well as a more complex variety of team-based game. I would like to eventually convert this into print-and-play form so anyone can play it.

Counterflow

Counterflow is a board game for 2 or 4 players created as part of my capstone project. The goal was to create a board game with easy-to-understand rules and a classic feel. Players must try to outlast their opponents by moving tokens from their side of the board along the colored lines to their opponent(s) side of the board. The last player standing wins.

The board and pieces were made using a laser printer, after which they were hand painted with acrylic. I'm very proud of this project and would like to make a 'print and play' version of it at some point.

Iyerdonn

An attempt to create a new tactical role-playing game, Iyerdonn (in its current state) is a demonstration of certain AI technology and mechanic systems.

The story of Iyerdonn would follow Ashtyn, a member of nobility in the flourishing but small country of Roslyn. Players would traverse the world of Iyerdonn, picking up various characters along the way to join Ashtyn's rebel cause.

Iyerdonn was created as part of a class, and since that class has ended, it is no longer being worked on. I have plans to tell the story of Ashtyn and Iyerdonn in the future. You can try it out by clicking the link on the right.

Shrapnel

Shrapnel is an arena shooter with a modular gun creation system. I was in charge of project management, level design, sound design, world building, mechanic design, and some graphic design. The game was built in Unity for PC and has support for up to four X-Box One controllers.

Shrapnel was developed by myself and four others from January 2016 to May 2016. It was shown at University of Wisconsin - Whitewater's 'Media Arts and Game Development Expo' where it won the People's Choice Award.

The game is no longer in development, and is available to download from the link to the left.

Labyrinth

Based on the board game of the same name, Labyrinth is a first-person maze puzzle created for a class project. Players must navigate an ancient desert maze, using buttons to change the layout and create a pathway to the treasure. The game includes three levels, each harder than the last.

I did a majority of the programming on this project, in addition to the sound and level design.

As it was created solely for a class project, Labyrinth is no longer in development. You can download and play it by clicking the link to the right.

Spheriohack

Spheriohack is a ball-rolling game for mobile devices. Created for a class project, Spheriohack utilizes motion controls to roll a ball through a series of challenges in a deliberately techno world.

On this project, I was in charge of music, level design, and elements of GUI design. It was one of the first projects I've led.

The game is no longer being worked on. It's available for free on the Google Playstore.

Neverleft

Neverleft was an exercise in learning the basics of making 2D platformer in Unity.

 

You play as Joe, a man who has the power to shapeshift into a bird, then a snake, and then back to human again. He also has the unfortunate burden of being unable to turn around. Help Joe collect enough coins to pay his rent and navigate back around the world to his crummy little brick house.

I put my sprite art skills to use here and learned a lot. That being said, I'm unlikely to pick this project back up in the future. You can download and play Neverleft by following the link to the right.

Premonitions

Created as an introductory project to the Unity Engine, Premonitions is a text-based adventure about a college student suffering from strange migraines.

For this project, I did all the programming, story-writing, and visuals. Premonitions has many different endings, and presents a unique challenge to the player: reading situations and predicting outcomes.

Premonitions is no longer being worked on. It is available to download and read by clicking the link to the right.

TANKED

TANKED was created by me and a few friends for the University of Wisconsin - Whitewater 2015 Hack-a-thon. The Hack-a-thon was a free-for-all game and technology jam where participants were allowed to create anything from games to websites. My team decided to create TANKED, a top-down tank shooter.

For this project, I designed the mechanic systems and wrote the game's soundtrack using Finale PrintMusic 2011. Our team was awarded 1st place for our creation.

If you're interested in playing one of the first games I ever worked on, you can click the link to the left and play TANKED on Windows.

Ice-Touched

The first game I ever created,

Ice-Touched was a solo project made in RPG Maker VX Ace. I created it over the course of my senior year of high school.

Ice-Touched tells the story of Ranulf, a rookie knight without a master to serve. He teams up with his clerical friend Seamus to go searching for adventure and ends up with way more than he bargained for.

While incredibly amateur and trite,

Ice-Touched gave me my first taste of the game development process and helped to ignite my passion for making games. Unfortunately, I lost Ice-Touched when my old laptop died, and all I have left are screenshots I saved from social media.

bottom of page