Ribbon Dive is a quick, difficult, high score game with a low poly aesthetic. Inspired by SF Cave, Super Hexagon, and Flappy Bird. My goal was to create a character that felt good to control.
Using very simple input with only two states, touching or not touching the screen, I could focus on how the character responded. I accounted for touch delay on mobile phones, and adjusted based on playtesting with gaming and non gaming friends. A modular music composition was created by Jared Burrell.
Started spring 2015, finally published January 2018
Global Game Jam 2017
I've been practicing my art at game jams, and it was quite satisyfing to animate frame by frame. The theme for this jam was "Waves", and you play as the runner trying to navigate the waves of emotion as the yeti throws a tantrum. If you make it the yeti you hug :)
Procedural Terrain for Roguelite
Layered terrain system with custom pathfinding, procedural generation of islands and mountains, and connectivity checks. Terrain sculpting tools in editor to make multiple levels, shape edges, and direct ramps. Placement of buildings/doodads with footprints and. Intended for use in both a Roguelite and an RTS.
First Contact made as part of Global Game Jam 2015, at Northeastern University, with a team of 5. The theme was "Now what do we do?" Our design was to simulate a world with two conflicting races of aliens, that the sentient planet had to influence in order maintain mutual happiness.
Frank Brizuela and I made a game for the 30th Ludum Dare Jam, for which the theme was "Connected Worlds." Music was provided by Jared Burrell. In the game you play as an individual on a floating island. You come accross other people in other environments, with their own skills, personalities, and preferences. The goal is connect to other people, help them sort themselves so that they are happy in the group and environment that they are in, and send them on their way.
We won 1st place among jam entries for our use of theme, 8th for innovation, and 74th overall out of over 1000 jam entries.
What began as an exercise in procedural generation and flocking algorithms expanded into an early stage prototype for an action rpg. The project is made in Unity. Features include:
Procedurally generated forest, paths, clearings, and roads
Neutral creatures which follow you and pathfind
Melee and charged ranged attacks
Multiple in-combat and out-of-combat enemy behaviors
Destructible terrain sets
Stat and inventory pickups
Randomized drop rates based on enemy type
StarCraft II Maps
I watch quite a bit of professional StarCraft II and have played a couple thousand games. Planning and executing strategies has been a satisfying use of my time. I enjoy micromanaging large numbers of units and feeling the feedback while controlling them.
Additionally, there are aspects of the game that I would do differently as a designer. Since maps play a significant role in dictating the shape of battles, creating my own has been a way to exercise my rts design aspirations. I participate in the community of map makers on Teamliquid.net, giving feedback to other mappers and running map jams to encourage creativity.