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.