Speed Demon was designed to be highly accessible and easy to play, with the controls being focused on button mashing your way to victory. As a Junior, my focus was namely on character movement and controls, and making sure that the gameplay was smooth, intuitive to the player, and enjoyable.
Initially pitched by me at the end of my Junior year, myself and three others developed Blacksmith Brawlers, a physics based couch party game. I personally focused on level asset functionality, with crafting stations to make weapons and manage objects in the scene, as well as some player controls. As the team lead, I also managed my small team and divided tasks to best suit the team's strengths.
To Dust Ye Return is a solo project done exclusively by me (with guidance from professors and fellow students of course). Some of the currently implemented mechanics include health systems, controls, off-screen locators, and pick-up items.
The game's focus is around exploration and puzzle solving through certain items being destructible, or by lighting your way through dark areas.
Masquerade of the Night was made over the course of two days by Jacob Hoge, Devin Matson, and myself for the Global Game Jam. We all collectively came up with the design ideas, and collected some assets to use in the short timeframe we had to build the game. I personally created the system to swap masks between mannequins, connected the mannequins to the system allowing them to roam the map, and the interactability of the objects in the main room and controls.