Game Projects
Here you can find a list of my current and past game development projects, along with their status and some information about each one.
Shadowgate VR - Book 1: The Mines of Mythrok
Genre: Adventure
Platform: Oculus Quest, PC VR
Status: Released on Oculus Quest and Rift
Team size: About 5
Development: Complete
My involvement: Lone programmer, design consultant
Comments: I built custom systems to handle nearly all aspects of VR aside from basic input and tracking, created the enemy AI, created custom serialization structures to minimize unnecessary data being saved compared with store-bought serialization solutions, and programmed all game-specific logic, often integrating custom code into Playmaker. There were no other programmers involved in this project and relatively little purchased code included in the final product. View Zojoi's website or one of the Oculus store pages for more information about the game itself.
Argonus and the Gods of Stone
Genre: Adventure
Platform: PC
Status: Released on Steam
Team size: Under 10
Development: Complete
My involvement: Lead programmer, design consultant
Comments: I worked on designing and programming various custom systems to address gameplay needs, and have heavily modified and extended purchased code in order to fit our requirements. I handle event triggers, UI functionality, controls and controller support, audio systems, pathing, aspects of saving and loading, and custom shaders, among other things. View Steam or Zojoi's website for more information about the game itself.
Beard
Genre: Roguelite platformer
Platform: PC, Mac
Engine: Unity
Status: Pre-Alpha
Team size: 8
Development: Cancelled
My involvement: Lead programmer, assistant designer
Comments: This was a project I worked on for Bruxe. It had an unsuccessful KickStarter, after which we went and decided to keep working on it anyway, only to have the reality of not having any money get in the way and force us to cease production.
TECA (working title)
Genre: Collectible card game/Dungeon Crawler/RPG
Platform: PC
Engine: Unity
Status: Pre-Alpha
Team size: Solo
Development: On hiatus
Comments: This started as a project for Bruxe, but since it was my idea and I'm the only one who had contributed to it, I took it with me when I left. I will eventually need 2D and 3D artists to finish the project. I originally conceived it as a free-to-play mobile game with gacha elements, but have since adjusted the design to better suit standalone systems and a one-time purchase.
Dragon's Gaze (working title)
Genre: RPG
Platform: Multi-platform mobile
Engine: Unity
Status: Pre-Alpha
Team size: Five
Development: On hiatus
My involvement: Lead programmer, assistant designer, art director, character designer, battle formula designer, 2D artist
Comments: Inspired by old-school RPGs, intended to be a full-fledged, story-driven game for mobile platforms. It features time-based combat akin to the Super Nintendo and PlayStation Final Fantasy games, an interactive dialogue system, and active puzzle-solving and adventure sections. This game was created as one of my senior projects. I was primarily the programmer and producer, but also assisted with some of the modeling and pixel art.
Monster Farmer (working title)
Genre: Farming Simulation/Action RPG
Platform: iOS, PC, Ouya, Android
Engine: Unity
Status: Pre-Alpha
Team size: Five
Development: On hiatus
My involvement: Project manager, programmer, designer, composer, assistant modeler, assistant texture artist, assistant animator
Comments: This game is inspired by Harvest Moon and Rune Factory, but has our own unique take on the idea. Instead of cultivating and harvesting plants, you're planting seeds that sprout into monsters that then run around your farm and try to kill you. It started as a school project. We had a complete game in 6 weeks, and worked more after that to expand it (thus making it an incomplete game, but adding many more features). I am responsible for all programming, some modeling and texture work, some writing, and the music. You can try a build of the game online, but keep in mind that this was a work in progress, so it is still missing some fairly obvious and significant things.
Nanpou Sentou (南方戦闘)
Genre: Danmaku/Shooter
Platform: iPad
Engine: GameSalad
Status: Early Beta
Team size: Four
Development: Cancelled
My involvement: Designer, programmer, project manager
Comments: This was meant to be a two-player, head-to-head shooter in the style of the Touhou Project games. It would also ideally have a single player mode with actual levels, not just boss fights. As much as I'd like to see this game come to life, GameSalad is not a good engine, and it renders this game nearly impossible to do well.
Z-SPLAT
Genre: Survival/Action
Platform: iPhone/iPad/iPod Touch
Engine: GameSalad
Status: Released, but since removed from store
Team size: Four
Development: Complete
My involvement: Designer, programmer, project manager
Comments: One of the first games I worked on in college, completed in a semester. Not much to look at, but fairly impressive for a GameSalad game. I had to write many clever workarounds to make their scripting language do what I wanted.
Fate of Man
Genre: MOBA
Platform: Windows/Mac
Engine: Starcraft II
Status: Finished
Team size: About 20
Development: Complete
My involvement: System design, minor scripting, consulting
Comments: This was a project I worked on for the Game Analysis and Design Interest Group (GADIG) during college. It was a fairly extensive Starcraft II mod to add custom characters with new abilities and turn the game into a variation on the MOBA theme.
Phora
Genre: Online Multiplayer RPG
Platform: Windows/Mac/Linux
Engine: BYOND
Status: Pre-alpha
Team size: Solo
Development: Cancelled
Comments: I worked on this off and on for a few years. This is where I really started to learn my game programming skills, and where I developed my spriting abilities.
Lands of Ladentia
Genre: Spreadsheet combat/Exploration
Platform: Browser-based
Engine: N/A (coded in PHP/MySQL)
Status: Concept
Team size: Solo
Development: On hiatus
Comments: This was more an idea I had based on some old browser games I played when I was young. I stopped before I really started, because I knew it would take more time than I had with school and work.