\/ Major Works \/

KINSHIP

VR vehicle driving & maintenance sim about delivering mutual aid between communities on a post-post climate apocalypse earth.

I was Co-Lead of the 9-person team GopherCore, and was the primary Game Designer, Producer, Level Designer and Sound Designer, along with performing various other tasks during development.

 

Dead Hardware

Fixed Camera Survival Horror Game set inside a corrupted PS2. Evade an ominous anti-virus as you navigate a ruined city environment.

Entirely self-developed, includes a large city environment, a fully animated and programmed stalking monster, narrative arc and a unique visual style.

 

On the Earth Shift

A Earth Management Sim where you have to balance the survival of the Earth against the desires of various Alien bureaucrats, and your roommates desire to distract you.

A 3 person team, I was the primary level designer and sound designer, contributed to design and 3D art, and assisted in merging / implementing my other team members work.

 

\/ What (ELSE) i’ve done \/

\/ SOLO DEV \/

“i.”

Dystopian interactive fiction inspired by classic dystopian literature. 5 chapters each with unique game play, with an emphasis on narrative and world-building.

 

\/ Team Dev \/

Fathomless

Submarine-Based Horror adventure. Avoid the gaze of ancient Gods and monstrous attacks with your grappling hook, with objectives able to be completed in any order.

Personal work was level design, lighting, cockpit design and merging and managing other team member’s work.

 
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D ss c ate

An Audio First game about trying to find your glasses, channeling my own experiences with Dissociation. Teleport between various blurry environments and grok them through careful audio cues.

The Last Time I Saw London

Puzzle Platformer about exploring a London Mall post an apocalyptic event. Players are tasked with playing a film in the movie theater at the top of the mall, but must navigate via teleporter first to figure out how to get the reel up.

Personal work includes all level design, including initial block mesh, some texture art and lighting, and production schedule for team.

 
 

4 Prototypes - 4 Weeks

Four games made in a week each in response to a prompt. Includes Rhythm based combat, pet care, first person exploration and stealth mechanics.

A Short(ER) Hike

Re-imagining of Adam Yu’s A Short Hike with an entirely new island to explore and Golden Feathers to find.

Personal work includes all audio design, multiple level design passes including topography and prop placement, player control programming, and environmental modelling.