Everything I ever worked on
… or, almost anyway
I can’t remember a time when I wasn’t working on some project or another. Whether it was between classes or after work, I’ve always had a drive to create something that I could call my own.
Despite extremely varying levels of quality and completeness, I’ve always thought it would be a waste to let my many projects fall by the wayside, forgotten forever. So, here’s every side project I’ve worked on that I can still find.
Games are sorted by the date when I stopped working on them. Think of this as an archive, rather than a CV.
Note that this doesn’t include things I’m currently working on. For that, check my twitter.
Last updated 11/11/2019
Breakpoint: An arcade-y top-down action game with pumping neon lights. This game aims to make weapon degradation a fun mechanic; we did so by making your weapons explode when broken. Made in Unity for Seattle Indies Game Jam 2019.
Rift Core: An action RTS about a squad of mechs on a suicide mission. We then went on to polish it for about three months before releasing it on itch. We made a whole $40 on it!
Nick Amlag and I originally created Rift Core over two days for Ludum Dare 43. You can still find that version of the game on itch.
Billed To Order: A silly, colorful game about building birdhouses. We showed it several times at the Pacific Science Center in Seattle and all the kids loved it! Made in Unity for Global Game Jam 2019.
In this year, I was mostly collaborating with Andrew Hung and Robert Ackley. I’ll call us the “GPL gang”; no relation to the GPL license, but rather because of Gridpulse Legions, the biggest project we worked on.
FLY2K: A corporate espionage game starring a quadcopter.
The GPL gang’s original plan was to release the game commercially after three months. Unfortunately, the project ended up as a hard lesson in overscoping instead. I still think the result is pretty cool, but it would take quite a bit more work to actually release it.
Dead Signal: A short horror game with PS1-style graphics.
Dead Signal was the first time I worked with Nick Amlag, and it met immediate success. it was played by both Vinny Vinesauce and Markiplier, and both liked it. I chalk this up to it being a short, contained experience with an immediately recognizable style.
Gridpulse Legions: An RTS prototype, complete with multiplayer.
This was the GPL gang’s big project. It was an amazing crash course in collaborating with others in Unity. We made the demo over a year and change, and before making this I had no long-term experience working with others on a game.
Dog Walk: A funky local multiplayer game where you play a thought in a dog’s brain. It’s funky and somewhat silly. Made in Unity for Global Game Jam 2018 with the GPL gang.
Odd Office: The GPL gang’s first jam. A funny little first-person shooter about an office worker who’s been working just a little too late. Made with Unity.
Fervor: A top-down game about brainwashing aliens. Made in Unity for the Seattle Indies Game Jam in 2017.
Spider Game: A first-person shooter I completed solo with no engine.
The original reason I started Spider Game was to prove to myself that I could complete a game with no engine. I’m super proud that I managed to accomplish that goal, and am now content to never do it again.
Wasteland Dogs: A solo project which attempted to recreate a Starfox 64-like experience in a local multiplayer setting. This was my first extensive foray into Unity, and a great learning experience.
Subverge: A crew management game about piloting a submarine through a monster-filled trench. Made in Unity for Global Game Jam 2017.
This was the year I joined Microsoft and moved across the country to Seattle. Most of this year was just me getting settled in. I also worked on and off on Wasteland Dogs until putting it down the next year.
Habitual Sacrifices: A minigame collection based around the theme of rituals. Made in Unity as part of Global Game Jam 2016.
In most of 2015 I created one game a month as part of this old challenge.
SCOM: Aftermath: My take on what would happen after an alien invasion is repelled. Enforce an uneasy peace among the nations until they can be quelled into submission. Made with pure JS for Ludum Dare 32.
Tic Tac Tower: 3D tic-tac-toe. You were able to play it multiplayer, across the internet, but the server is long dead. You can still play against the AI if you enter “local” as the room name. Made with pure JS.
Crash Landing: A short & silly FPS (seems to be a recurring game I make). This was the first game I made in Unity, as well as my first FPS game.
Spaec Invaedrs: A space invaders clone I made to try out Unreal Engine 4.
Pocket Tactics: A small, procedurally generated, not-very-well-balanced tactics game. Despite it not being a lot of fun to play, I was proud to be able to make so many complex systems in a short time. Made with craftyjs.
Square Dance: An arcadey box slasher played only with the mouse.
Despite how simple it is, Square Dance is extremely memorable for me because it was the first fun game I’d ever made. Not coincidentally, it was also the first game I made using an engine - craftyjs - as well as my first game jam ever - Ludum Dare 31.
Navmesh Test: An implementation of 2D navmesh generation and pathfinding in C++. It… mostly works? Click once to place the origin and once more to place the pathfinding destination.
Soul Collector: The initial version was my final project for my bachelor’s degree at Pennsylvania State University, created with the help of some other students. I improved some of the tech after graduating. It’s not very fun, but it is a complete, playable game, all in its own engine.
Orb Assault: An infinite-runner type game where you jump and punch your way through enemies. Created for the Pennsylvania State University game design course. Unfortunately I can’t find the full version, but the version here is a demo of the final boss - the professor of the game design course.
JAGS: “Just another generic shooter”. First game I ever completed. This was written in DarkGDK, and was my final project for Penn State’s Data Structures class. Features functional multiplayer and some banging tunes from ParagonX9 on Newgrounds. Does not feature working collision detection.
There were many old abandoned projects that I had written before university. Some of the ones I remember:
- A flash prototype for a turn-based RPG
- An animation in which a fantasy-style map is drawn
- A paper-based, DnD-like, super freeform tabletop game which my school friends would play asynchronously between classes
- A console-based game in which you attempt to cover the planet in farms, thereby achieving world peace
But alas, they are lost to time.