Floor is... WHAT?! is a four player minigame extravaganza inspired by the Mario Party series. I was tasked with entering the project when it was a local only experience, and implementing in the needed logic turn this four player party mayham into a four player party mayham, that runs optimally accross four remote systems. Due to the small nature of this team (me and one lead), I was also able to continously expand my Unity and Game Design knowledge by working on a variety of other tasks. Check out the game here on our official website!
Marine Biology is a 3d VR game built in Unity that simulates the experience of deep sea diving. With multiplayer options, students can navigate the ocean floor with classmates, cataloging aquatic fauna and flora as they go. I was tasked with seeing the development to completion and work closely with designers and artists to create as immersive an experience as possible. The unique problems this project posed involved setting up the correcting shading to create a proper “scanning” VFX on each animal, tuning physics to capture the feeling of being underwater without being disorienting, and reaching a properly optimized state for such a large project.
MediaMan is a 2d, Pac-Man like arcade game developed in Unity I was contracted to make for an Expo held by Polydeck Multimedia Solutions. My role on this project was the solo Unity Developer, a role I took on alongside their external graphic team. The challenges presented on this project mostly involved learning how to play the contracting role: finding the best way to work underneath the contracting team while still making progress and leading when my expertise called on it. The relationship I made with the contracting team at Polydeck ended up being a great one, and I thank both Demi Agresta and Trey Rollins at Polydeck for that. As a developer, this project didn’t pose many problems I hadn’t already taken on, but it did give me great experience at building and publishing on the app store.
UpRooted is a 2d, action-adventure game developed in Unity led by game designer Kayleigh East. I worked as the enemy designer on the project as well as the play tester lead. As the enemy developer I developed AI behaviors by exploring movement algorithms and utilizing behavior trees. This position also allowed me to expand my design knowledge as many of these behaviors and attack patterns were firstly designed by me. The playtesting role introduced me to community management as it encouraged me to connect and deeply interact with multiple people in the server.
Merge Surge is a 3d, tower defense mobile app developed in Unity as apart of the MassDigi Student Innovation Program (SIP). My role on this project was technical development, designing all the behaviors in the game and working alongside the programmer in Unity to see them take shape. This game posed an interesting design challenge as Brandon Coulombe, one of our programmers, developed an infinite wave system meaning the design growth needed to scale infinitely. Since the core design of this game was definitively a casual one, I decided to focus on creating a dynamic design for the waves we see a majority of our players play to, and beyond that point, the difficulty would scale in more of a linear function.
Girl Boss in Arcadia is an 8-bit arcade game developed in Pico-8 for a Halloween Game Jam submission. My role on this project was creative director and head programmer. The theme of the jam was “sacrifice” so we structured our game where interactions by the player would cost them health. This means players would need a minimal amount lives to get to the end and would have to weigh out the risk of opening chests for extra points. I personally love the Lau coding language and Pico-8 is a very fun engine, so this project was a blast to design and code for!