Games I worked on

irori

Type: Personal

Platform: PC

Role: Programming, Design

Contributions:

  • Developed a 'smart object' system to easily implement the various object interactions with the world
  • Created systems for ambient dynamic lighting and audio
  • Co-design game systems behind cooking and storytelling

irori was my biggest independent project to date. Created in collaboration with another programmer and artist, we created a demo for a deep and personal cooking game we always wanted to play.

Gacha

Type: Professional

Platform: PC

Role: Programming, Design

Contribution:

  • Created system to parse JSON files into narrative elements, allowing for quick iteration on writing
  • Designed system controlling pacing of unlocks in game
  • Co-wrote narrative behind each toy description

A game that explores the unpredictability of life through a gacha machine, Gacha was an entry developed for Ludum Dare 44. It was featured by game articles and content creators for it's beautiful art style and unique take on the jam theme, "Your life is currency".

Stumped

Type: Professional

Platform: PC

Role: Programming, Design

Contributions:

  • Finite state machine for story sequence
  • Implementation of frame animations in Unity
  • Co-design story telling mechanics and levels

A calming, interactive short story about a boy and a tree who steals his frisbee. Stumped was inspired by story telling in children's books. This micro-game was developed in 2 weeks as part of No Moss Studios' Patreon project.

Pitch, Please!

Type: Professional

Platform: PC

Role: Programming, Design

Contribution:

  • Pitch-based audio mechanics implementation
  • Dynamic difficulty scaling
  • Dynamic performance feedback based on player's combo

A pitch based rhythmic singalong about a baby bird finding its place in the world through singing. This was another micro-game that was developed in 2 weeks as part of No Moss Studios' Patreon project.

Monster Kitchen

Type: Professional

Platform: iOS

Role: Programming, Design

Contributions:

  • Design the core tile-based puzzle system
  • Implemented all gameplay features
  • Implemented non-intrusive ad-based monetization

Monster Kitchen is a tile-based puzzle game where you assemble burgers to feed monster customers. This was my first commercial release. From which I got first hand experience with the sunken cost fallacy. This started my search for better ways of developing games through rapid development. I was responsible for all programming and design for this game.

Let's Face It!

Type: Personal

Platform: Android

Role: Sole developer

Features:

  • Gameplay cross of classic telephone game and taking selfies
  • Mechanics utilising front facing camera
  • Social sharing of game result screen

Let's Face It! is a 3-7 player selfie-pass-along party game played on a single device. I developed the first prototype during Global Game Jam 2018. After a few iterations and polish, the full release followed later that year.

Tiny Sky

Type: University

Platform: VR (Oculus Rift)

Role: Engine, graphics and gameplay programming; done in C++

Contributions:

  • Integrated and implemented VR support into the game engine using the Oculus SDK
  • Co-designed and developed the engine architecture; featuring a component based system functionality similar to Unity
  • Developed the graphics engine; including rendering pipeline, mesh generation and particle systems
  • Developed the scripting system for both designers and programmers; includes a custom API, decoupling from engine using DLL

Tiny Sky is a virtual reality game where you play as a child whose imagination puts him in the shoes of an all knowing air traffic controller. Developing the game and game engine in VR was both the most challenging and fulfilling technical achievement I worked on at school. I developed a lot of technical confidence and initiative from this project. Tiny Sky won DigiPen student awards for best innovative design, visual design, technology and game.

Jack the Super Prawn

Type: Professional (Contracting)

Platform: iOS, Android

Role: Project lead, Programming, Design

Contributions:

  • Drag-based movements and gameplay
  • Implemented progressive difficulty system
  • Educational tips and fact display

Jack the Super Prawn is a family friendly, educational, arcade game developed as a promotional game for a children's book of the same name. I led a team of one artist and one designer, facilitated communication with the client and was responsible for most of the programming.


 

Speaking

On tiny games and short development cycles

Role: Content and speaker

Length: 30 minutes

I share the reasons why No Moss Studios favored shorter development cycles, methods that worked well for us and some pitfalls we encountered. A presentation I did as part of Play Fare 2019 game event.

Prototyping workshop: Makers 2017

Role: Content and speaker

Length: 5 minutes

A quick introduction to the value of and mindset required to effectively prototype in the context of a hackathon. This presentation was a part of the 2017 No Moss Makers: Health event.

Note: Video is unavailable as it is now private.