Released Games

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.


 

Prototypes / Game Jams

You Are

Project Type: Personal prototype

Role: Sole developer

Features:

  • Mechanics where your identity changes based on your actions
  • Characters react to you differently based on your identity
  • Cute, slice of life puzzles

A demo about being defined by your actions. Explore a world that sees you differently based on your actions. I developed this to test the concept of a shifting identity. I liked how the identity mechanic works as gameplay and as a reflection of how we judge people.

Emergency Operator

Project Type: Personal prototype

Role: Sole developer

Features:

  • Search-engine style gameplay
  • Voice audio clips

An emergency call operator simulation. With Emergency Operator, I was most interested in capturing the genuine, emotional and human stories that are at the core of so many emergency calls. Stories that can be utterly gut-wrenching or panic ridden and yet operators keep calm and professional, for the sake of helping the person on the other end of the line.

Forget

Project Type: Game jam (Ludum Dare 38)

Role: Sole developer

Features:

  • Random generation of human models using primitives as body features
  • Crowd flocking and avoidance AI behavior

Made in 48 hours as part of Ludum Dare 38 Compo. I really wanted to challenge myself with a 3D project, despite having little 3D modelling. I had a lot of fun creating a system to generate human models as well as figuring out a simple way to do the crowd behavior.

south

Project Type: Game jam (Ludum Dare 39)

Role: Sole developer

Features:

  • Shooter-on-rails gameplay on procedurally generated tracks using splines
  • Time slow mechanic when shooting
  • Progressively changing environment visuals and gameplay variables to ramp up intensity

south is a relentless shooter on rails with bullet time that sends players into a trance of power and speed. My entry as part of the Ludum Dare 39 Compo. I had this idea for awhile and was excited to try creating a shooter on rails with a generated track. The pacing of the game is a tad slow at the start and eventually suffers from the 10,000 bowls of oatmeal problem.


 

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.