Projects
working solo or with up to 12 people, on projects both small and large
Release: Approx. Q3 2020.
Studio: Knights of Borria.
Team Size: Three developers total.
Project Length: TBC, September 2019 - Current.
Engine and Tools: Unity, Adobe Suite, Aseprite, C#, Lua.
Critical Reception: TBC.
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A whimsical post-apocalyptic roguelike in the vein of FTL and Mad Max, in which you build and modify your own chaotic scrap-trawler and captain a crew of maniacs across a deadly wasteland. Keep an eye out for rogue Oigs and Worm Cultists...
D U N E W A R R I O R (Working Title)
What I'm Doing:
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Lead Programmer. Programming all of the systems of the game from the ground-up - including several distinct types of AI, pathfinding and ship-building modules, world event interaction, inventory management, saving and loading consistent data, and also integrating modding support from the start.
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Co-Designer. Assisting with all matters of design, including key gameplay decisions. Responsibility for all game-feel and UX design.
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Public Relations. Managing social media accounts, advertising and website.
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Odd-jobs. Creating quality pixel-art assets; content creation for events, maps, enemies, items, and more; narrative and dialogue writing; managing post-processing, particle effects, optimisation and other in-engine tasks.
Release: December 2019.
Team Size: Solo project.
Project Length: Two months, October - December 2019.
Tools: Microsoft Word, Photoshop, Javascript, Roll20 API.
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Truthworld is a tabletop role-playing game that was made to be entirely flexible as to the setting and theme of a session, so long as the characters played are relatively normal humans.
Whether it be a zombie apocalypse or deep-space travel; murder-mystery or high-school slice of life - Truthworld was designed to cater for these possibilities.
T R U T H W O R L D
What I'm Doing:
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Designer. Formulating, balancing and testing a complex set of rules and tools for running the optimal RPG session. Making sure that rulings are satisfying, entertaining, balanced, and perhaps most importantly: present twists and intrigue, are of the utmost importance.
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Author. Writing these rules in such a way that the prospective players and game-masters don't lose themselves in the complexity is a difficult task. Everything must be worded clearly and as briefly as possible. Layout and formatting for legibility.
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Programmer. Coding an accompanying script to automate the more complex rolls - utilising Roll20.net's virtual tabletop, macros and API in order to create the highest-quality experience for a tabletop gamer.
Release: June 2019.
Studio: Shots on Sunday.
Team Size: 12 core developers, mostly artists.
Project Length: 9 months, September 2018 - June 2019.
Engine and Tools: Unity HDRP, Adobe Suite, Autodesk Maya, Fungus, C#.
Critical Reception: 8.6/10 on Itch.IO, Falmouth University Game of the Year 2019.
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A heavily narrative bartending-sim in which you play as the owner of an illicit speakeasy during the Prohibition period of 1920s USA. Navigate through a branching story whilst mixing ever more complicated drinks in a physics-based system.
S P E A K E A S Y
What I Did:
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Lead Programmer. I programmed all of the game systems, including the entire physics-based drink mixing system that encompasses different fluid interaction, garnishing, liquid measurement and yes - cocktail shaking. I also integrated the branching dialogue system with all of the gameplay mechanics, and worked on background aesthetic programming such as environmental animation, shaders and particle systems.
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Lead Designer. I designed all of the gameplay systems that would go on to make up the game's interactions, and how they would interact with the story - including all of the documentation and team-direction that accompany such a vision.
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Technical Support. Oftentimes, I served as support for technical issues, such as fixing the source control repository and ensuring everyone's software is running correctly.
Release: June 2018.
Studio: Team Terrorbyte.
Team Size: 8 core developers.
Project Length: 5 months, December 2017 - June 2018.
Engine and Tools: Unity, C#.
Critical Reception: Falmouth University Game of the Year 2018.
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A unique mix of farming sim and tower defence, in which you play as a witch defending her hut from mobs of angry peasants. Grow magical crops and buy seeds and upgrades, build your defences and survive even as knights get involved!
S P U D S A N D S P E L L S
What I Did:
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Lead Programmer. I programmed the farming system with its various tools and tiling 3D farmland, and crops that grow over time. I also integrated the shop and upgrade system, as well as implemented the character controller and combat mechanics. I programmed the tower AI and mechanics, as well as coding the building system from scratch. I also programmed the day/night cycle, enemy wave spawning and other supporting mechanics.
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Co-Designer. Particularly in the field of gameplay design, I co-wrote the design document and was heavily involved in deciding how particular parts of gameplay would work together as well as deciding whether they would be feasible to implement on time.
Release: January 2018.
Team Size: Three developers.
Project Length: 72 hours.
Engine and Tools: Unity, Adobe Suite, C#.
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An intense puzzle-platformer in which you play as a computer virus attempting to bypass a firewall without being thwarted. At your fingertips, you have the ability to buffer the computer - or from a player's perspective, to stop time itself.
:// B Y P A S S
What I Did:
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Sole Programmer. I programmed the character movement and controller from scratch, and also implemented the time-stop mechanics for the game. I also programmed various supporting systems, such as the death triggers, physics-based death animations, traps, and menu screens.
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Designer. I designed the majority of the game, detailing how certain puzzles could be overcome using the mechanics the player has at hand. I also ensured that the team stayed aligned in terms of vision so that everyone was on the same page. I also designed and built some of the levels in the game, aiming for a combination of fast-paced platforming action and slow, satisfying puzzle-solving.
Release: December 2017.
Team Size: Three developers total.
Project Length: 72 hours.
Engine and Tools: Unity, Adobe Photoshop, C#.
Critical Reception: 79th overall out of 1038 games in Ludum Dare 40.
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An atmospheric and light-hearted endless runner in a world where pizza has been illegalised - and it is up to you to fight back and deliver it to the people that need it so dearly...
S P E C I A L D E L I V E R Y
What I Did:
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Sole Programmer. I programmed the entirety of the game, from its endless level generation, to the physics-based movement and fast-paced shoot/deliver gameplay. There is also a detailed background-generation module that I created that includes running trains and flying car highways in front of neon-lit skyscrapers.
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Designer. I designed all gameplay features, including every possible interaction that the player might have with the world. I also directed the team vision to ensure that my team-members were aligned in vision at all times.
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Odd-Jobs. I also performed certain aesthetic and in-engine tasks, such as integrating particle systems and post-processing, and balancing many of the problematic factors that appeared during development.
Release: July 2017.
Team Size: Solo project.
Project Length: 36 hours.
Engine and Tools: Unity, Aseprite, Audacity, C#.
Critical Reception: 62nd overall out of 988 games in Ludum Dare 39.
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A fast-paced and addictive endless survival game in which you play as a wizard banished to a nightmarish realm that drains one's very essence moment by moment. Even a moment's respite leaves you vulnerable within the ritual circle.
A F O R L O R N W I Z A R D
What I Did:
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Programming. The entirety of the game was programmed from scratch, including new animation controllers, endless content spawners, progressive difficulty increase with various enemy types, and a smooth and satisfying 'dashing' combat mechanic with superb game-feel.
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Art. I created all of the art assets for this game on my own, including animations, scoring 39th out of 988 games in the Graphics category!
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Sound. I created all of the ambient and active sound effects from scratch.
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Design. I designed the game to be a unique survival experience. I intended for the player to be constantly moving, so I designed a fluid movement-based combat mechanic tied innately to moving to and fro from a recharging 'ritual circle'.
Release: April 2017.
Team Size: Solo project.
Project Length: 48 hours.
Engine and Tools: Unity, Aseprite, Adobe Photoshop, Audacity, C#.
Critical Reception: 184th overall, 48th for graphics out of 1104 in Ludum Dare 38.
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An atmospheric alchemy-sim in which you rush to brew magical potions for impatient customers, nobility, adventurers and peasants alike. Relax and enjoy the atmosphere, or hurry to make as much money as you can during each day cycle.
A L C H E M I S T ' S P R I S O N
What I Did:
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Programming. I programmed a random customer generator including name, appearance and attitude, as well as implementing a smooth and responsive touch/ mouse-based interface that feels satisfying and natural to use amidst the mechanics of searching for recipes and brewing up potions with different requirements.
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Art. I created an array of customer features that mesh together in different orders to create random customers. I also drew relatively high-detailed pixel art for the environments, and spent time to ensure that each potion looks unique and of quality.
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Sound. I created relaxing and realistic looping ambient sound for the background, as well as a comedic 'sims-esque' voice system for when customers speak.
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Design. I designed the game to be immersive as an alchemist and shop-owner.
Release: December 2016.
Team Size: Solo project.
Project Length: 48 hours.
Engine and Tools: GameMaker Studio, Aseprite, Audacity, GML.
Critical Reception: 108th overall out of 900 games in Ludum Dare 37.
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An experimental side-scrolling puzzler with an ambiguous narrative and slow, deep atmosphere that both provokes thought and sets the skin crawling... Can you escape from these shifting rooms?
T H E S H I F T I N G R O O M
What I Did:
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Programming. I programmed the character movement and interactions from scratch, along with a flexible inventory system and a toolset to create point-and-click-inspired levels with. Dialogue panels were also added, and a hidden second ending was added.
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Art. All of the art was created from scratch, in addition to the animations and UI for the game. Care was taken to allow the colour palette to darken and desaturate as the game progressed to allow for a menacing decent deeper into this insidious place.
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Sound. Care was also taken to create immersive looping ambient sound with wind and pattering rain and a ticking clock for a sort of silent dread to immerse the player.
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Design. I designed the puzzles in the game to be interesting, yet not too tricky.
Release: August 2016.
Studio: Team Crusader.
Team Size: Two developers.
Project Length: 72 hours.
Engine and Tools: Unity, Adobe Suite, Aseprite, Audacity, C#.
Critical Reception: 7th overall out of 94 games in The Meatly Jam 2016.
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A dark, torch-throwing adventure set in a quiet medieval township where shadowy creatures have slaughtered its inhabitants and made their domain. However, they have one weakness... Torchlight, and one brave enough to wield it alone.
U N T O L D D A W N
What I Did:
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Art. Most of my time on this project was spent creating quality pixel-art assets to be used throughout the game's melancholy environment. I tried to use a palette that was unmistakably dark, but would catch the light of an orange fire in an attractive way. Animations were also a point of care, and though many of them are difficult to see in the game, they are fluid and clear.
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Design. The rest of my time was spent designing and building levels for the player to traverse - to which I attempted to balance them between traversing the monstrous denizens of the land, leaping across treacherous skill-based segments, and burning the way through puzzles focused on utilising the flame of a torch.
Release: April 2016.
Team Size: Solo project.
Project Length: 48 hours.
Engine and Tools: Unity, Adobe Suite, Audacity, C#.
Critical Reception: 99th overall out of 1117 games in Ludum Dare 35.
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A fast-paced, tactical heist-'em-up involving a shape-shifting thief and his quest to loot a nobleman's castle. Blend in with the environment to sneak past the guards, and be careful not to spend too long with your grubby hands on some treasure!
S H I F T I N G S H A D O W S
What I Did:
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Programming. As one of my first real games, the concept was simple yet well-executed. I programmed the character movement and guard AI, as well as a system that would randomly select an environmental object for the player to become when they wanted to 'shift' and hide away. There was also the stealing mechanic, in which the player would have to spend a certain amount of time looting an interactable object in the environment before they would obtain it.
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Art. All of the art was made from scratch, and rain effects were created and simulated from scratch in-engine.
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Sound. Sound effects and basic music was created from scratch and implemented by myself.