August 2019 – Present
Disharmony is an on-going environmentalist project with an emphasis on environmental and “mech” simulation. Systemic deforestation, expansion, and exploitation calls to gameplay loops of popular games, and yet here the player is a passive observer. Intensely driven by the interaction between AI agents and dynamic systems, the project is distinct from the static and composed project Enneri.
November 2018 – August 2019
Enneri is an on-going narrative project with an emphasis on conversation and level design. Introspective, philosophical, and immersive – the game is meant to provoke the player and stimulate how they view the human condition. Twisting, abandoned architecture and the expressive, eponymous Enneri lend the project a distinct contrast to “Disharmony”.
Currently on hiatus until the semester work on Disharmony is done and priorities are re-decided.
December 2017 – October 2018
Atavism was a curious brain-child that was meant to be a long-term project. While it was ultimately cut off because of scope, it became a valuable experiment for teaching myself tons about game development, particularly entities and AI. A lot can be read about it on the Atavism Dev Log series.
February 11th, 2018
Bringer of Brilliance is a First Person Action game that I and two friends made during the 2018 K-State 48-hour Annual Game Jam, a jam hosted by my own college where we competed against about 17 other teams to make a game with the theme “enLIGHTen”. Armed with more experience and ambition than 2017, the development process was smoother and more productive, but ultimately far more intensive, but resulted in a good end product that won 3rd best overall. Download Link.
October 15th, 2017
In October 2017, myself and 14 other students from my University went to Texas for a 48 hour game jam of world record proportions. While production was far more challenging to make than we thought it would be, many lessons were learned in the development of Cursed Dungeon -“a dungeon crawler with a spooky twist!” Download Link.
April 24th, 2017
The FPS Prototype is a demo I finished on April 24th, 2017 after working on it sparsely and on for a few months and ramping it up at the end. It’s original intention was to provide a baseline set of FPS from scratch to provide a foundation for future work. The reason I made it was to share with the K-state Game Development Club for our inaugural “Demo Day”. Download Link.
February 12th, 2017
Khnum’s Emnity is a First Person Egyptian game that I and 2 friends made in the 2017 Kansas State University Annual Game Jam. Under the moniker of ‘Armchair Factory’, we hammered this out in 48 hours for the Jam’s theme “Inundation”. Download Link.
October 23rd, 2016
Incursion was my submission in the 24 hour KSU 2016 Amateur Game Jam. I made the game itself in GameMaker Studio, the music in Famitracker, and the sound effects in BFXR. The jam was 24 hours, I made the game by myself, and I barely slept at all. Download Link.
Source Engine Maps
Seaside is a Team Fortress 2 map I was working on for the Frontline! community update. It was something I started to do over the summer after the update effort was announced and I needed something to do. I’d been a fan of Hammer mapping for a while now and the update was a great motivator to exercise myself, even if I didn’t continue work on it once the summer was over. Download Link.
Conduit is a Capture the Flag map for Team Fortress 2 that I made over the summer of 2015. I was a Junior-going-on-Senior in high school at the time and this was my main creative focus for the summer, along with my first dedicated effort at making a playable map. [Download Link Pending].
I made this factory building using the Half-life 2: Episode 2 version of Hammer in August, 2014. The challenge was to build something based off a reference image, and after I did that, I experimented around with the lighting for fun. There’s not much to it, but it was good practice for environmental design using a reference image. [Download Link Pending].
Contrast is my first completed Source Engine map, something I made for Conterstrike: Global Offensive in 2014. I was a Junior in high school at the time, and wanted to make something that looked kind of nice. While it doesn’t stand up in level design, it was an interesting experiment into environment design. [Download Link Pending].