Personal Projects

"Nightrunner" prototype: An 80's themed action-adventure shoot-em-up where you play as Hank Campbell, a loose cannon cop, discovering the truth about corruption in law enforcement he goes rogue, becomes a vigilante for all the right or wrong reasons.

Glass Menagarie prototype: An AR puzzle game that required players to reflect lasers through obstacles onto statues of glass animals in order to bring them life.

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.

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.


I plan on breaking the game out of it's 2D Mono-based prototype into a 3D multiplatform and multiplayer shippable product by the end of 2021!



Controls:

  • WASD or Arrow Keys to Move

  • Left Click/Ctrl to Hold Pickup

  • Right Click/Alt to Interact/Use

  • Middle Click/Spacebar to Craft


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.

Palms City Invasion prototype: An on-rail shooter where players have to save a city from terrorist bulls-eye targets with a fixed amount of ammunition.

"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.

Clutch the Crown - Strategic-CTF

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.

Controls:

  • Player 1 - Q: Spawn Miner, W: Spawn Knight. E: Upgrade Keep

  • Player 2 - I: Spawn Miner, O: Spawn Knight, P: Upgrade Keep


I recorded a time lapse of me actively developing during the time-span of the jam!

RuneGower - Platformer

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:

  1. Keep in the original GameBoy screen resolution of 160px x 144px

  2. Use only 4 colors in your game


This game requires Unity's deprecated Web Player to load. Install it here!

Controls:

  • WASD or Arrow Keys to Move

  • Space to Jump

  • Left Click/Ctrl to Spin

Little Shoe People - Adventure-Rhythm

Little Shoe People was made during Becker College's 24 Hour Game Jam.

Themes: Shoes, Shadows, Biological Threat


This game requires Unity's deprecated Web Player to load. Install it here!

Controls:

  • Space to Jump

  • Left-Click or S to Stab

  • C for Roll Credits

Credits:

  • Jacob Peltola - Art, Programming, Design, and Music

  • Mike Flood - Programming and Design

  • Nick Mudry - Programming, Design, Art, and Sound

  • Sarah Como - Art and Design

Source Control: via GitHub: https://github.com/juste119/LittleShoePeople