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GAME PORTFOLIO

Solo Projects

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DEMON
IN THE CIRCUS

A Demon-Speaking Simulation about the dreams of Demons and Men

Story: You play a ringmaster who learns to speak Demonic in order to convince a demon girl to stop freeloading off your circus.

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Summary

  • Unity, C#, & Game Writing

  • Constructed a Conlang (Constructed-Language) based on the narrative implications of demons in this world

  • Iterated upon how to teach a player new words. Originally tried to force the player to be a linguist of dead languages and scrapped that when it was too complicated. Switched to "learning them" through the narrative

  • Polished UI to be sparkly and reactive

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STORY IN UI/UX

A Spatial Menu for a Hypothetical Game

Story: Artist-Turned-Soldier, Yul B. Seri, copes with his shellshock during the Great War by writing poetry in-between battles.

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Summary

  • Unity, C#, 3D Modeling in Pro-builder, & Mixcraft

  • Wireframed & Implemented UI

  • A dynamic and stylish menu in the vein of Persona 5 and other Japanese punk aesthetics

  • Put together an animatic in anime style to fit with conventions of menus in these games

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RICOCHETEERS

A Top-Down Pseudo-Strategy Game with High Octane Action and Girls with Giant Axes

Story: In an alternative World War I with less misery and physics, Rue Zede must make Mark Mywardes rue the day he started illegally manufacturing mustard gas and take back the First War Fortress.

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Summary

  • Unity, C#, Pixel Art

  • Converted from a board game project about pushing your luck -- knowing when to push forward and when to stay back and prepare.

  • Mimicked the tone of Bayonetta or Devil May Cry where the game is easy to beat but difficult to master

  • Biggest problem: Tutorializing the random accuracy "rolls" which were leftover from the board game.

  • Solution: Have each time you aim guarantee accuracy increase so players ALWAYS had feedback for the aim action BUT randomize the increase within a small amount

GAMES ARE PLAYED BY PEOPLE

Creating Personas and Games for those Personas

Concept: My persona was a man in his late-20s with a liberal arts degree working at a coffee shop with a podcast, wondering what to do with the rest of his life. This persona likes cute and retro things that remind him of his childhood but plays too many game to feel challenged by children's media.

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Summary

  • Wrote and designed instructional book

  • Converted the concept of indie metroidvanias into a board-game: Metroidvanias are dexterity-based games about navigation with locks and keys that prevent you from moving forward. I modeled the roll-matching-to-move to force dexterity and the board to be a fixed map which the players needed to navigate.

  • Successfully attached players to a jellyfish using a cute, soft plushy

Concept: Dungeons and Dragons document which can mostly replace the 3.5e Player's Handbook for my own world with the systems re-balanced around Tier 3 or 4.

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Summary

  • Google Docs, Game Writing, Systems Design

  • World Design which is part fan-tribute and part original creation--all coalesced into my own world aesthetic of demons keeping people in cities, lower-powered magic, and realistic travel times

  • Created 7 races, the geography, history, climate, cultures, and stereotypes of said races

  • Full rebalance of the core classes, two all-new classes, 55 new feats, and spellcasting adjustments

  • Ran a 2-year long campaign to test and adjust these changes

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Warning for Viewing: This is a living document. As such, it is not always formatted perfectly. Please be patient.

A Player's Handbook for Dungeons and Dragons 3.5e

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