This page is made up of completed games and prototypes which I feel are extensive enough to convey a complete experience. Click the titles to play or download them.
Skeleton King
“Skeleton King” is my Senior capstone project. It’s a small-scale action/RTS game in which the player controls an ever-growing army of skeletons to cause mayhem. This demo I created was intended to represent a vertical slice of the game’s potential.
Solar System Model
As the final project of a class focused on working with shaders in Unity, I made this abstract interactive model of the solar system. My focus was definitely more artistic than scientific, so I used opacity masking shaders to create a paintbrush-like aesthetic for each planet, as well as particle systems to achieve the effect of stars and space debris. Overall, the project took me about two weeks.
44 Second Puzzle Box
"44 Second Puzzle Box" was a game I made as a solo project during my freshman year in an effort to create something with a block placement mechanic similar to Tetris, but which ultimately feels like a unique experience. I settled on having a constantly ticking clock that the player must refill in small increments, putting them under a constant sense of pressure from the moment the game begins. The project took roughly a month.
Zatoichi's Last Stand
"Zatoichi's Last Stand" was my effort to create a game with no visual component whatsoever; it is 100% sound-based. I chose to base my game on the classic samurai film character Zatoichi, because I felt that making a sound-based swordfighting game would be an interesting challenge. Note that "Zatoichi's Last Stand" relies on directional audio, and must be played using headphones or earbuds. The game took about three weeks to complete.
Cave Pong
"Cave Pong” is a project in which I was told to make a variation of Pong based on a verb given to me, which turned out to be “digging”. I chose to express this in a mechanical sense by allowing both the paddles and the ball to dig through the floor and ceiling, and in an audiovisual sense by portraying them all as machines digging around in an underground cavern. I spent one week on the gameplay and another on revisions and audiovisual work.