Reel:
Devlog:
A running log of all the latest and greatest projects and experiments
I made another game! This was another single month project, as practice both for developing quickly and for keeping track of scope. It’s called Splinter, it’s about sword dueling, and it’s available on itch!
Of the month-projects that I’ve done so far, this was the least successful in terms of delivering a product but...
The game we made is called Root Cause. It features you as the lone crewmember on a ramshackle airship adrift in the sky, trying to hold everything together until you reach your destination…
For this month’s project, I wanted to do some more work with Houdini. A friend of mine was talking about the struggles of trying to model bread for a 3D short they are working on, and that got me thinking: I should be able to procedurally generate bread with Houdini… how hard could that be?
Mastermind the members of the Royal Court and surrounding Kingdom to architect the overthrow of the king!
Keep your airship afloat long enough to reach your destination.
The bar at the bottom shows your distance, and the bar at the side shows your height.
Your quest is to weave your thread throughout the entire labyrinth.
You have 5 nights to do so.
Every night, the unmapped parts of the labyrinth will rearrange.
Leave each night when you are ready.
If the Minotaur catches you with spool in hand, your thread that night is lost.
Be careful.
That end of the world party last night was a banger, but you don't remember any of it. Retrace your steps by hopping into the memories of partygoers who wiped out to figure out what happened last night and where the hell your airpod went.
A game created for the PIG Squad Summer Game Jam in July. The themes were "Narrative" and "Doomsday".
A small weird thing to test some limb physics. Shake the hand.
Built in Unity to test the mech arm physics system that I was building.
The first game that I properly finished and released into the world. I learned a great deal about the entire development pipeline from making Trapsense.
Alchemelee was developed in a few short months by Skyglow Games, a team that I created and led. I learned a lot technically from creating Alchemelee, and I learned a lot about collaborating and coordinating a diverse team of creative people.
https://store.steampowered.com/app/1206590/Alchemelee/
The code is in a private Gitlab repo, available on request.