Game Projects

Madame Massacre's Midnight Matinee

"Boa noite my garish little ghouls! And welcome to Madame Massacre's Midnight Matinee! I'm Madame Massacre, your hostess of hellbound horrors. Let's ease your weariness with a little eeriness. shall we?"

Madame Massacre's Midnight Matinee is an episodic, narrative comedy/horror game in the spirit of mid-century late-night American TV horror host tradition. The game is currently in development.

 

Each Madame Massacre installment features four standalone, short-form narrative gaming experiences, presented by MADAME MASSACRE, who provides thematic continuity from one feature episode to the next.

 


Re-Aliving of the Un-Alive

Play it on Itch.io!
“A year ago, Harriet’s twin brother Gary died in a horrific accident at their grandparents’ house. After that incident, the family could no longer bear to spend any time in that house, so left it was abandoned. 

 

 On the lead up to the first anniversary of Gary’s death, Harriet has been visited by him in her dreams. He has been calling to her, night after night, urging her to come back to the house where he died. After realizing this was more than a dream, she began researching the occult in hopes of bringing her brother back.  

 

 On the day of Gary’s death-iversary, Harriet returns to the house. The ghostly visage of her brother greets her and together they uncover hidden items in the house to complete a ritual which might bring Gary back to life…“ 

 

Re-Alving of the Un-Alive is a humorous two player co-op puzzle adventure game designed for younger teens and families. Inspired by the classic puzzle adventure game Resident Evil (1998) & the classic Scooby Doo cartoon. 

My contributions to this project were:

  • Cinematics
  • Camera system design
  • 2D VFX design
  • Project scrum master

Glowos

Play it on Itch.io
Glowos is an endless runner game designed specifically for, and play--tested by 10-12 year olds with a variety of functional variations and accessibility requirements. The project was completed in two-weeks, and showcased to the public at the Swedish National Museum of Science and Technology.

 

With the exception of the camera system, my role in this project was purely project leadership. On a multidisciplinary team of nine developers, my responsibilities were to:

  • Facilitate effective communication and workflow among the design, programming and art teams
  • Prioritize our daily activities, while balancing urgency with importance
  • Take decisions based on project deadlines and product requirements
  • Prevent burnout, and otherwise work to maintain a healthy work atmosphere

Fredrick Fingertooth's Flying Fiasco

Play it on Itch.io!

Get ready to launch yourself into the chaotic and absurd world of Fredrick Fingertooth's Flying Fiasco, a wacky casual game that will have you bouncing, flying, and shooting fireballs at things in your way. In this first-playable prototype, you'll get a taste of the game's unique blend of 2D mechanics and 3D visuals, along with its hand-drawn art style featuring surreal fantasy creatures. Watch out for dynamically spawning obstacles, and use your projectiles to blow them up and earn points. Maximize your score by prolonging your run, and blowing things up. With simple, single-input controls and snappy physics, Flying Fiasco is a satisfying casual gaming experience that's perfect for a quick play session.

FFFF was a solo effort, which I completed over a weekend between school projects.

 


ArmoredRay

Play it on Itch.io!

ArmoredRay is a 1v1 arcade fighting game that I developed for the 10-day Itch.io MechJam IV game jam. The concept, narrative, and dialogue were the work of my jam teammate (a narrative designer). My role was to design and build all the gameplay mechanics, animation, UI, SFX and assets. I also composed, recorded, and produced the music. 

ArmoredRay was developed in loving memory of, and dedicated to television host, engineer, and roboticist Grant Imahara -- 1970-2020.


Project Tupelo

This gameplay video was presented as part of a two-week UX/UI school project. My project partner and I deconstructed some common arcade racer interaction tropes -- lap counter, boost ready indicator, and so on -- according to the principles we learned from the lectures.

 

The game itself is a personal project of mine called Tupelo -- a co-op arcade batle racer, based on a real event from the American demolition derby tradition. This particular build is from my solo rapid protyping work for that project in Unity.

I plan to continue developing Tupelo outside of school, in collaboration with two colleagues: a full-time artist, and a full-time programmer. I would take a lead designer  and producer role at that time.


"Perfect" Pizza

"Perfect" Pizza is a classic party guessing game about strange pizzas. This project was part of a three-week tabletop game design unit at school. I and two other colleagues play-tested, and iterated on core concept until we were satisfied with the player experience we had created. By the end of the unit, we had a publisher-ready product prototype


Punch and Dive

Play it on Itch.io!
P
unch and Dive is a side-scrolling arcade beat 'em up I made with a colleague over a weekend for the Itch.io Hardcore Punk Jam #4. My contributions were gameplay, input control, and camera system design.


Thrusto Kombusto

Thrusto Kombusto was the product of a three-week solo project for an Introduction to Unreal Engine course. The game is a casual racing experience, and features classic NES Excitebike mechanics, and unique photocollage visuals inspired by Terry Gilliam of Monty Python.


Snomwan's Revenge

Snowman's Revenge is a heartwarming Christmas gaming experience for fans of politically conscious, saturday morning cartoon body horror (there are more of you than you think.)

 

On a team of three designers, my roles in this project were to design and implement game systems for:

  • Player input, and movement control
  • Melee and projectile combat
  • Dynamic camera control

The enemy AIs, art, sound, UI, and overall creative vision for the game was the work of my two colleagues. 


Date 'Em Up!

Do you like classic, side-scrolling arcade beat 'em ups? Do you like dating simulators? What about both at the same time? Too bad there isn't anything like tha...hold up! What's this?

 

Date 'em Up is the product of a three-week design project for school. On a team of four, my specific contributions were:

  • Gameplay & systems design
  • Programming
  • 2D Visual effects

The character and environment art, narrative, and overall creative vision was the work of my colleagues.


Electro Blaster Party

My first completed Unity solo project. A psychedelic, turn-based tactical affair.