GAME PORTFOLIO
Solo Projects
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
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
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: A 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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