Other Work

Tactile Cave (2010)

The very first game I ever made, kicking off my professional adventure. Tactile Cave is a puzzlish-maze game built in Processing. Collect the light-rays to escape a dark cave.
The very first game I ever made. Collect light-rays to escape a dark cave. [Design/Art]

Y.A.Z.G. – Yet Another Zombie Game (2012)

An asymmetrical, score-attack type arcade shooter. My second game, developed and released commercially by my former team Subtle Stone.
An asymmetrical, score-attack type arcade shooter. [Design/Art]

Dark Deception Prototype (2012)

A prototype for a narrative RPG with diverse features ranging from crafting, to combat, to mining. My third game developed by my former team, Subtle Stone, and the last before we disbanded.
A prototype for a narrative RPG with diverse features ranging from crafting, to combat, to mining. My third game developed by my former team, Subtle Stone, and the last before we disbanded. [Design/Art/Planning]

UNHEARTED (2013)

An introspective rhythm game where players explore a lonely world in search for their lost heart. Developed in 48 hours at the 2013 Global Game Jam. [designer]

GLITCH.fire (2013)

A twitch-action platformer
A twitch-action platformer where players climb through a burning tower [Design/Code]

Analog Game Sprints (2013)

A series of four nondigital games developed in a number of three-week sprints covering a diverse range of themes, mechanics, and aesthetics. [designer]
A series of four nondigital games developed in a number of three-week sprints covering a diverse range of themes, mechanics, and aesthetics. [designer]

The Maestros (2014) 

Community management for an online multiplayer action-strategy game developed in the Advanced Games program at USC.
Community management for an online multiplayer action-strategy game developed in the Advanced Games program at USC. [Writer/Community]

The Observatory (2014) 

observatory

An open-world, environmental-storytelling game based on the narrative application of Kishotenketsu. Logan Ver Hoef’s Master’s Thesis project, [playtest coordinator]

The Pilgrim (2014)

An introspective,` intentionally-frustrating platformer about purpose and destiny. [designer]
An introspective platformer where the changing jump communicates the story. I handled all programming and level design for this project. [designer]

Chambara Prototype (2014) 

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Phase 1 of Chambara. Created in eight weeks at the Dare to be Digital game jam. [Project Lead]

L U C A H Kickstarter (2017)

L U C A H Banner with Logo
Atmospheric Hack-and-Slash RPG. I handled Promotional Design & Competitive Analysis for its Kickstarter campaign. [Consultant]
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