PC, Switch, iOS
The story continues!
Drawn to Life: Two Realms is the next installment in the beloved franchise! Uncover the mystery of the Shadow and save Mike and his friends. A huge variety of platform levels, customization and two mirrored realms are awaiting you!
My Role on the team
I was a Senior Engineer for this project. Being a small team, I was involved with many aspects of this game throughout preproduction to release. Some of my major duties included:
Creation Tool - I created the drawing and creation tool. Worked with design and art, and assisted in the UX through many iterations, finding the best control and UX between all the different use platforms.
UI and Menu System - I created the menu and UI code systems, and worked with the artists and art director to help create, UX, and implement the different menus and UI.
Scripting System - Working with level designers, I created a custom scripting system and designer facing tools for all the cinematics, incorporating localization, asset loading, animations, and others needs the designer might request.
Camera and Shaders - I was also the technical artist on this project, handled the pixel perfect artwork, materials and shader, and cameras.
Plus additional assorted tasks, including porting and building to different platforms.
SUPERMASH IS A GAME THAT MAKES GAMES!
Jume’s game shop is in trouble, and she needs her brother Tomo’s help to save it! Mash together iconic genres to create never-before-seen gaming experiences. Jump through classic Platformer levels with a tactical Stealth character, fight as spaceships in engaging JRPG battles, and more!
Anything is possible with SuperMash’s emergent game system, which creates a unique game every time you play. You can even customize your Mashes with the help of Dev Cards! Think the Mash you made is impossible? Share its MASH Code with a friend or streamer and see if they can beat it!
JumpStream is a competitive platformer built in real-time by an audience, using Mixer Interactive! The goal is to work with your audience to construct an emergent path to complete challenges in the fastest possible time. Because the audience controls where your tiles are placed, there are endless strategies to use, and paths to victory!
Night has fallen on gainful work as a game actor. For many, the only gig in town is Chiptunes, a dilapidated Opera House, run by a mysterious figure known only as “The Direction”. Four Coins an hour to go on camera and run through levels built in real time by the audience, if you’re lucky. If the audience is in a bad mood, it’s all spikes, monsters and pits. It’s a far cry from store shelves, but what are ya gonna do?
More description coming soon, until then check out the site for the game.
Next Up Hero Site
More details about my involvement coming soon. Until there check out the site page.
Lock's Quest Site
COGNITION is a “tap-former” puzzle game for iOS devices that requires players to use careful planning and a nimble finger to control two perpetually rotating cogs named Click and Cogsworth. By tapping on the screen, players will stop one cog which frees up the other cog to move, thus allowing players to navigate past challenging puzzles and explore the magical world of clockmaker’s workshop in a lovingly hand-drawn environment.
The team Luna5 is 5 graduates of the NYU MFA Game Design Program. We are currently in the NYU Incubator and have plans to release in September 2016 on all major touch devices. My roles on the team include: Level Design, Game Design, Programming Tools, and Prototyping.
Two alien motherships are locked in a massive interstellar clash. With their guns and engines down, they reach out to YOU, tactical mastermind of the Intergalactic Rescue Squad, a young team of talented bounty hunters recruited to save the day and destroy opposition. Control 4 unique pilots, mine for resources, roll lots of dice, and engage in epic galactic warfare!
Intergalactic Rescue Squad is a Game Design 1 final project, the result of 4 weeks of work. We wanted to make a game that has the dice mechanics and lightheartedness of King of Tokyo but with more strategic decision making. Each face on the dice represents an action, either attack, move, reinforce, or mine. Players simultaneously assign actions to their pilots behind a screen, before then revealing them and playing them out on the board one by one, having to adapt their tactics on the fly.
The game was featured at IndieCade East 2015.