I grew up with a large family, and we would often play video games. Any game that had a multiplayer mode was a win, unless it was online. We never had decent internet, so we never got to play together online.
I had three brothers, so we often played 4 player split-screen games like Halo or Call of Duty, but I always preferred games where we could all play co-op.
Jan 2023 -- Current
GeoNova is an up-and-coming indie company I joined at the start of 2023. I was brought in by the founder, who I met in another group.
I can't say much about this project, as it hasn't been announced yet, but it's in Unreal Engine 5, and we're well into production.
The Lovebug Game is a charming phone game for IOS and Android. I did not work on it before it was released, but did some work on enhancements and bugfixes, before it was discontinued for the sake of GeoNova's Big Game.
Babel-Armada is the game I started working on when I first entered GeoNova. I only did a few odd tasks before I switched over to the Lovebug Game, while several other team members finished up for release.
Made in Unity Engine.
Ominous Gift is a personal passion project/portfolio piece of mine.
I gathered a team of 5 together to help me with it. Me and my team are making excellent work on this project.
Made in Unreal Engine 4.
Honored was my final project at Full Sail University. I worked in a group of 5, several of whom I worked with on previous projects. Honored challenged my skills, and gave me an opportunity to explore what I'm capable of.
This project was more of a practice in level design. There was no real gameplay mechanics created for this project.
Later, we formed groups combined our levels together to create one large cohesive level.
For this project, we formed groups and created a top down styled Bullet Hell game. We started with a basic blueprint and added everything else from there.
For this project, we followed basic instructions without adding much ourselves. This was a basic practice tool for learning the ropes.
Much like Arkanoid, Pong also had rigid instructions, with little by way of personal additions.
This was the first Unity project where we could create virtually anything we wanted. We had complete freedom, other than "use vectors".
We had tutorials on how to make the basic movement via hardcoding.