Developed in 2015
"Seasonal" prototype: A seamlessly looping mobile score-chaser game; players progress through spring, summer, fall, and winter as a seed, plant, flower, and then leaf contesting for the fastest and most efficient growth.
Developed in 2017
Fishbowl Frenzy: An AR puzzle game where you play as a diver who has to rescue fish and risk collecting treasure along the way while cats start to dismantle the tank.
2022 - Ongoing
"Open House" prototype: Somewhere in the coastal forests of Northern California you play as Alekai, an unlucky aspiring realtor.
To test your grit the company unfairly assigns,unbeknownst to you, an impossible and possbily deadly house to sell. Players will explore the house with remains to pick up clues of the previous families that have lived here over the years as a dark past starts to unfold in-between DIY preparation for the open house.
Developed in 2015
I designed and developed "Clutch the Crown" for Ludum Dare Compo, a game jam competition where developers are given a theme and time constraint to make a game prototype.
The theme was "Entire Game on One Screen", so I wanted to create something fun and strategic where two players could see a clear goal and counter each other with a means to the objective. I was inspired by The Behemoth's flash games like Castle Crashers and BattleBlock Theatre; both of which offer a wacky art style and obscure but acceptably tangible design goals.
Developed in 2016
Private Eyes is a murder mystery party game for the Xbox One that brings all the fun of trust and betrayal into your living room. In everyone’s party, one or more people become a culprit on a crime and it is up to everyone else to discover who they are!
Using a companion app, Private Eyes uses your phone as a controller giving each player a private screen. Their private screen allows them to control and interact with their player from their own point of view, while the console shows an overview of the entire playspace on a TV.
Palms City Invasion prototype: An on-rail shooter where players have to save a city from monster bulls-eye targets with a fixed amount of ammunition. Game jam game.
Developed in 2014
PainterlyWorld prototype: An open-paint-your-own-world game where players have the option to paint the terrain to solve color theory puzzles or have fun decorating and sharing their creations. University project.
Developed in 2015
"Nightrunner" prototype: An 80's themed action-adventure puzzle platformer. Vertical slice was made but shelved.
Developed in 2018
I designed and developed "Makeega" a prototype alongside working on an Island Troll Tribes mod for Dota 2 (a full remaster of Warcraft III's custom map), the game's objective was to cooperate with AI or other players and survive on an island monitoring your hunger, heat, and energy.
Developed in 2015
I designed and developed RuneGower during "GBJam 3" (Game Boy Jam 3). Developers are tasked with creating a game within the following time and technology constraints:
Keep in the original GameBoy screen resolution of 160px x 144px
Use only 4 colors in your game
Little Shoe People was made during Becker College's 24 Hour Game Jam.
Themes: Shoes, Shadows, Biological Threat
Source Control: via GitHub: https://github.com/juste119/LittleShoePeople