Here is my current resume with employment history and qualifications. Contact me if you have any further questions.
Play on Itch.io Ludum Dare 46 entry page
This was a Unity project done in ~72 hours for Ludum Dare 46 with the theme "Keep it alive".
I did all the programming, and most of the game design, Laura Cossette did the art and writing.
Turn based step-by-step puzzle game with a time travel mechanic, where you need to come up with a route to save the tree from various threats in one run, gathering information across time.
Play on Itch.io Ludum Dare 41 entry page
This was a Unity project done in ~72 hours for Ludum Dare 41 with the theme "Combine Two Incompatible Genres".
I did all the programming, UX, and split design work with Laura Cossette who did the art and writing.
Thinly veiled pastiche/parody of various "walking simulator" games's plots doled out one letter as a time to be sped up like an idle game.
This was a Unity project done in ~72 hours for Ludum Dare 35.
I did all the programming, animation, and most of the level design, Laura Cossette did the art and some design.
Every body part of the potato is a modular replaceable part, though they are never changed independantly of power-sets.
Escape from a bond-villian style deathtrap, dying and auto-reloading to right before your death multiple times, but perhaps escaping isn't the end?
Play it online with the Parchment interpreter
This is a text adventure I made for the JayIsGames's 7th casual gameplay design competition.
I worked on the post-release features and android release of this game.
This was another Cocos2d-x game and so I helped integrate all the social hooks, and worked on the post-launch item upgrading features.
After the PVP/Item update, we went onto another Unity3D project that was cancelled when the studio closed.
Following off the quick turnaround of Solitaire, they wanted to try out some more technology, so I was the sole engineer on this project, and moved to Unity to get a handle for some it's pitfalls and use cases.
This also had in-app purchasing so we ended up using a third party solution, as well as a validation server.
It should be available on iOS and Android app stores.
This project was a proof of concept to test out the Cocos2d-x software suite. One other engineer and myself worked on this to put it out quickly.
It was also to get familiar with iOS, Android and Kindle develpment, and social hooks like google play, game circle and game center.
It should be available on iOS, Kindle and Android app stores.
This was my first project at konami, I was a backend engineer for the game, and worked on post-launch features, and refactoring the project to use AWS instead of some proprietary servers, and
The game was discontinued in 2014.
This was the followup to Ravenwood Fair. I was on the launch team for it as well, and integrated my improvements to the original codebase to it, and worked on support for it until the studio closed.
It had higher graphical fidelity, but was a very similar game to Ravenwood. I did however have a character named after me in it, so that's a strange thing.
This game was also discontinued after the studio closure.
This was the first game I professionally I worked on.
John Romero and Brenda (now Romero but at the time) Brathwaite were the lead designers on the game, and I worked on the launch team to get it made.
I did a significant portion of the sound work on the game, and worked on supporting it and the future games that used this engine, and eventually did a full reorganization of the code to make all of our content more easily data driven by working with art and design to get a good pipeline going.
This game was discontinued after the studio closure.
My first real foray into game design, A demo of a 2d adventure game in the style of the Lucasarts game of the past.
My second foray was a 3d networked game created in one semester with a team of 5 people: 3 coders, a modeler, and a writer
A particle fountain I made for a graphics class.