This is my portfolio page for games and other larger projects I’ve worked on.
Early Access game on Steam
A small pixely village builder strategy game that I released on Steam in Early Access. The game has received great reviews and lots of feedback. I’m currently actively working on it. At some point I’ll post a full write-up on it.
Press kit with more links.
A serious attempt to make and publish a 2D-ish action roguelite: procedural dungeon, much shooting of robots, lots of enemies and explosions. I kept a dev diary for it for the duration, but did not get around to finishing it, because it didn’t seem like the sort of game I could finish on time and sell.
River Hex Connect
A very small mobile puzzle game I made for Android and IOS where you have to rotate hex tiles in order to connect rivers. I focused on a simple mechanic and relaxing atmosphere. The work involved the whole project from start to completion, including publishing and some basic marketing.
The game was available on Google Play and Apple App Store for a couple years (before I removed it because of lack of any income and need for maintenance).
Uproot is my (over-)ambitious RTS-que TD game. The main mechanic is using different elemental towers and upgrading them into unique and specific towers to kill incoming element-based mobs in the most efficient ways possible.
I kept a devlog while I was developing it, so you can see its history.
Short Unity3d prototype
Paddle is a simple breakout (Arkanoid) clone I made while learning Unity. It is primarily procedural and code driven. While basic at its presentation, it contains all the core concept — 3d modeling, UV mapping, texturing and importing, scene setup, particle effects, and shaders, object physics and control, input processing, events and sounds.
Play in browser: Here (warning: Unity webplayer, which has been phased out).
Ludum Dare #22 72h competition entry
Braille was my and Phil’s LD#22 Jam entry for theme Alone. This highly atmospheric game is about a blind, home-hospitalized girl that wakes up one day with no one around. She can only “see” via sound and the player needs to create noise or “listen” for existing noise to explore the world. The level gets progressively more insane and the player has to wonder if it is for real. Phil did a commentary track. on the YouTubes. We placed #9 overall; #9 graphics; #6 theme and #3 mood out of 174 entries, which we are quite proud of.
Ludum Dare #20 48h competition entry
Soul Hellscape was my LD#20 48h solo entry for theme Escape. The player guides lost souls in hell to the exit gate while fighting off corrupt souls.
University team Masters coursework project
This was my university game design and development team project where I had the lead programmer role. The game is about a magician that can actually do magic, albeit limited to only levitating certain kinds of objects one at a time within a fixed distance. He can move them and temporarily suspend them in air in order to solve puzzles. I also made a very versatile map editor, a whole load of obstacle collision and world object stuff, and an event scripting system.
All in all, this was a very cool project, and in the end we got voted the best game in the year’s module.
I was playing around with shaders and learning a bunch about render targets and such. In the end, I got a pretty neat real-time light shading system working that supports colors, blending, sizes, and most importantly shadows/collisions. It’s a little slow for my linking, due to complexity and precision of using this particular method.
Some of the work-for-hire and contract work I’ve done is found on this page.
I have a bunch other unfinished games and projects that do not deserve a full spotlight; nevertheless they have their own secret page.