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My Games

While I haven't really finished anything as of yet, I've still made a decent handful of game design prototypes over about 5 years of game design summer camps and classes from school. Most of them are laughably awful, but hey, something bad is better than nothing at all, and improvement's still improvement. 

Jumper Jam

April 2018

Jumper Jam was my first proper game design project, from my second time attending the week-long game design summer camp at UGA. Team Fortress 2 was my major obsession at the time, and I wanted to try and recreate the rocket jumping seen in that game in a 2D sidescrolling platformer.

 

Needless to say, it's...bad. Mechanics barely work, there's nothing to do, the pixel art is ass-ugly, the game is super tiny in its window, the sound is badly mixed, the controls are absolutely abysmal, the list goes on and on. It just screams amateur, which, to be fair, is what I was at the time. 

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Nowadays I look back on Jumper Jam in a so-bad-it's-funny way, it's truly the product of a 14-15-year-old kid making babby's first video game. Making Jumper Jam was definitely a big learning experience, though, it was how I learned to draw pixel art, how to layer stuff, how to animate, etc., so I still have a lot to thank this steaming pile of excrement for.

Scary Larry

July 2019

Scary Larry was my next game design project, coming from my third year at the previously mentioned summer camp. I had a really hard time coming up with an idea and eventually settled on a 2D tank game where you pick up a couple of weapons and shoot zombified versions of one of the instructors (Larry, who wore a big goofy hat and thought the idea was really funny). I was mostly focused on trying to make something semi-playable, I really wanted to step things up from the previous year. 

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Honestly, looking back, I'd say I succeeded. This game is actually somewhat fun compared to Jumper Jam, the guns are really weak but still fun to kill Larries with, it controls pretty badly, and still doesn't look that good, but I'd say this was one of my better game prototypes. It's definitely more of a game as opposed to an aspiration to be one.

Newton's Third

July 2020

Newton's Third was the game I made for my final year of summer camp, seeing as I was about to age out, and was made online, since this was right when the pandemic was in full swing. I was really into Celeste at the time, so I wanted to make a similarly difficult 2D platformer, though this one had a mechanic reminiscent of Jumper Jam where hitting certain objects with a melee attack would launch you with an explosion. It was also supposed to tell a story about a post-apocalyptic flying city and was going to be super bleak and atmospheric, but I didn't have time for that.

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Like Scary Larry, this one holds up pretty well. I'd been using Unity for a while already since learning it in highschool (that game used to be on this site, but I removed it for storage space) and had learned a lot more about game design, so I was able to push things further. While the execution was a little rushed, the ideas behind some of the mechanics and level design are still pretty cool to me, though I think the best thing about the game is the visuals. I was really trying to make the game look at least semi-professional, with lots of cool camera trickery and dynamic lighting, and some parts look genuinely cool.

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I still toy around with the idea for this game, both the story and the gameplay concept. Who knows, maybe Newton's Third will come back one day.

Burger Quest: Frank in the Deep Dish Dungeon

October - November 2022

This project was developed in the same quarter as Weltraum-Shutzen, as the final project for my Intro to Game Design class. We had previously made a board game earlier in the class called Burger Quest: Turbo Blackjack, which was where the theme of this game came from. I'd love to share the board game, but I don't know how exactly I'd go about doing that.

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As for Deep-Dish Dungeon, our final project was to make a digital game as a team and experience a simulacrum of the production pipeline, with art assets by Stephen Oliver and music by Stefan Todd. The main caveat was that we had to do this in Scratch, an online game-making tool for children that is extremely limited in what it can do, Being a decently experienced programmer at the time, using Scratch was damn near torturous, especially for what we were trying to make, being a sort of "mini-metroidvania," or an open-ended 2D platformer. I had to build both the collision systems for the player/enemies as well as the system for moving between multiple rooms/screens from scratch (pun unintended), since Scratch does not have either of these things natively.

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As for the finished product, it's...ok? It's rife with bugs and can be beaten in a few minutes, but it's shockingly playable given the development circumstances. It's also probably one of the more complicated games I've programmed. 

Weltraum-Schützen

October - November 2022

This project was from my second year at SCAD, as our final project for our Core Principles: Programming class.  In this project, we had to take a preexisting Unity game and make a mod out of it, so adding our own assets/changes. Since the class was an entry-level class and I have something like three years of experience in Unity development, I kinda went all out, making a whole slew of original models and basically completely reprogramming the game as a whole. It's by no means a finished game and will never be one, but it's by far my most polished product as of writing.

Burger Quest: Turbo Blackjack 3D

November 2022 - Early 2023

This was a personal project to keep myself occupied over the extremely long winter break at SCAD. I decided to turn the board game I made that quarter, Burger Quest: Turbo Blackjack, into a video game, and I even live-streamed some of the development on my Twitch channel.

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This was a very challenging undertaking. Turns out that games that are more rule-based and rely less on intrinsic things from the game engine like gravity and collision are much harder to program. Combined with making and rigging my own character models from scratch, this never got finished. Still a pretty impressive programming job, though. 

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Irregular

1/26/2024 - 1/28/2024

This was the game I worked on for the 2024 edition of the Global Game Jam event, in which the team was "Make Me Laugh." I have a very...eccentric style of humor, and as a result, the game me and my team whipped up over the course of two days is a surreal, absurdist adventure game/RPG where an eldritch being commissions art from you, you throw an onion pimp off a roof, redirect traffic into a homeless man, and talk to stock photos voiced by yours truly.

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The game was a marked improvement over last year's game jam, and I'm delighted with how it turned out. It's surprisingly finished and features a ton of voice acting, again, most of which was done by me, so in a sense, this is also a representation of my skills as a voice actor.

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