I've published over a dozen flash games, won various game jams, and made one desktop game.
Almost everything I've made has been in collaboration with various artists around the world. Usually in a team of two, either one of was in charge of game design or it was a collaborative effort.
Move or Die
This is by far my most ambitious project to date.
It started out as a flash game in 2011 called Concerned Joe. Following in the footsteps of many great flash games, we decided to recreate it as a desktop title.
In 2013 we showcased the game at GDC. That was my first time in the US, and I was barely old enough to even legally present, but we got featured in the documentary about global game developers, GameLoading.
As the sole programmer on this game for years, I was responsible for building the engine (on top of LÖVE), creating efficient rendering & lighting, an animation system, a very flexible editor and modding system, and everything else.
I loved how extensible the modding system was in our engine, that I quipped we could probably create a whole 'nother game inside this game! And just for fun, we did! We were playing around with this multiplayer game mode, which turned out to be surprisingly fun, and ended up being Move or Die.
I left the project in late 2014 to start college, so I wasn't responsible for the networking code or anything beyond that.
Most of my flash games began during game jams. One of my latest is An Apple A Day.
The theme was "an unconventional weapon", and we made a game where you murder medical professionals with the forbidden fruit!
Love's Cadence is important to me because it was the first time people saw so much meaning in something I made. Toastache is a personal favorite because it was a game my cousin and I put together over a few days and it was played over 7 million times. It wasn't just about the number of plays, it was the first thing I made that anyone could enjoy, from 4 year olds to my mom.
Part of the reason I love making games is that I could make anything, no matter how ridiculous it sounds. I can bend all the rules or create my own, and I love pushing that.
Some of my favorites are:
- Tiny Timmy & Big Bill - #1st in innovation in Ludum Dare 23
- I Spy (A Ghost!) - #4th in innovation in Ludum Dare 33
- ChronoCombat - #2nd in innovation in Ludum Dare 38
Tiny Timmy & Big Bill was an experiment to see if people enjoyed collaborating with two characters simultanously.
I Spy (A Ghost!) was my first experimental multiplayer game. It was an attempt to create a game that acknowledged the physical space around the players, where one player is on their phone and one player is on a desktop/laptop.
I think ChronoCombat is the most exciting, and I'd love to develop it more. It's a multiplayer game where players experience the world in segregated time slices. As far as the game world is concerned, everything is happening in real time, but each player experiences their own frozen time.