I managed the creation and scheduling of live events and in-game packs for Game of Thrones: Conquest. I also assisted in the design and implementation of packs that generated up to $400K revenue in a single day.
I drove multiple events from concept to execution, reaching 40K+ active players. This was done by designing sales that target missed opportunities revealed by my analysis.
Menticide is an endless runner where you protect a man running from himself. You draw lines to bounce the man around, block off enemies and cut through obstacles. Through strong symbolism and procedural rhetoric we are using the game as an analogue for mental health.
I am the product owner, producer, and lead programmer for Menticide. I proposed Menticide for production as part of Clarks game studio, and recieved a grant from Clark to work on the game over the summer. I manage the agile developement system for our team of eight, as well as help design the complex systems that keep our game running well.
I came up with the core concept of the game, and help the team think through different design choices. I manage our trello and backlog, and distribute tasks based on who would be most effective. I created the systems for good communication between our artists, programmers and designers.
I created a robust and extremely efficient object pooling system, and did the programming for all of the weather and VFX. I also programmed the sound system, that is extremely flexible and mimicks a 3d soundscape.
Menticide has finished developement and is available to play with the link below.
The game is available to play on Steam with this link.
An early build of Menticide is playable on itch with this link.
Roof Access was made in 48 hours with a team of five. I was the producer. With this game we wanted to focus on execution and game feel. Time management was a challenge here. We had many programing struggles and setbacks. I constantly reprioritized and redeligated tasks to ensure we had a satifying product by the end of the 48 hours. I did some art, as well and in engine work and I helped with implimentation. This was biggest management challenge I have faced and I overcame it with team organization and by shifting challenges and bugs between are two programmers in the most optimal way.
Roof Access is playable on itch.io with this link.
Escape the Deep was made in 48 hours with a team of five. I was the producer and lead designer. The core idea was mine, and I facilitated the design process and was the final word on decisions. I did all of the UI/UX and writing as well as helped with implimentation and in engine work. I worked with our two artsist, designer and programmer to make sure everyone was working together and we all had the same picture in our head. We had a solid timeline and worked efficiently. We had lots of programming setbacks, but because of my time management and how we set ourselves up no issue became catastrophic.
Escape the Deep is playable on itch.io with this link.
Menticie was made in 48 hours. I was the producer, and worked with a programmer and an artist. The core gameplay was my idea, but I took inspiration from my artist when outlining the rest of the game. I made sure everyone was on the same page, so we had a cohesive aesthetic and game feel. I helped with implimentation as well as the menus and UI.
Menticide is playable on itch.io with this link.
Animations
All art on this page was done by me.