Check out my Github or my Itch account
You can find some of the code for my games on Github Along with other projects and some other stuff. You might also want to check out my itch.io too.
On all of the projects I've worked on so far, I have provided some amount of tech-art, art, game and visual design help alongside the code I normally provide.
Other Projects
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I have provided some code and vfx help with the as of yet unreleased Duelyst Revival Project.
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I have provided some programming as well as shader/vfx help for the not yet released, Notoris: the Goblin war, on Steam.
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The Lonely Child
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While the 9-week deadline was very tense, we were able to come out of the experience with a polished game that was actually fun to play. It was unfortunate that I was only one of two programmers involved, so I had to do a lot of heavy lifting. Alongside helping the other team members with design and visual aspects of the game, (tech art stuff like shaders and lighting), it was a serious crunch. Despite how good I feel about it, our single biggest pitfall on this project was neglecting to prototype beforehand. As I understood we weren't allowed to program anything that would be used in the final project before the start of the allotted 9 weeks. I neglected to realize that we would still be allowed to prototype and test out mechanics before fully implementing them in our finished project. During early development we agreed on major design and mechanic changes to improve the game, which helped in the long run but could have possibly been avoided if we had started with prototypes. Honestly, I think it wouldn't have matted that much in the grand scheme of things as our final project and initial idea are quite different in scope and gameplay. We were pretty much destined to change our game concept from the start. We might have even found something different while prototyping, so who knows. It also didn't help that I was added to the team not long before the class started after the team I was in previously fell apart due to bad blood. I was pretty unlucky to start, but at the same time I was lucky I was working with people with passion and skill. It was a hectic 9-weeks full of late nights and lots of lines of code, but I'm proud of what I was able to contribute and ultimately create alongside a team of hardworking devs.
Death Knuckle
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Death Knuckle was my first large-scale game, or anything with more than 10 minutes of playtime really. My friend Ryan and I were both in a digital media class that involved making and pitching a digital media project as a sort of small capstone project for the course. The teacher of that class discussed with us and suggested we make a game to compete in a recently added SkillsUSA Game Development competition. As I understand it, Skills is a yearly technical competition that lets highschool and college students compete for professional recognition. They host things like construction, graphic design, programming, and in our case, game development. So we basically spent a higschool semester programming this game from scratch in Gamemaker Studio 2. After winning states, we were able to keep working on the game and polish it up for nationals. In that time we were able to redesign the level, add new items, mechanics, enemies, and a lot of polish. It was only Ryan and I developing so all the art, programming, and testing was up to us. Of course we got people to play it and tried to get people to test it but even up until the day of submission we were finding and fixing minor bugs to get our game as polished as possible. In short we made first place at our state competition and when we went to the larger scale nationals competition, landed 2nd place. If I recall correctly, 1st, 2nd, and 3rd place were all about 9 points out of something like 150 away from each other. The final decision was really close. The main things we lost points on were aspects of our level design, mostly because although our level was large and detailed, it wasn't clear enough what areas you could visit if you didn't have the items that allowed progression to them, also probably because our spike textures weren't visually distinct enough from our ground texture due to them using the same texture base. It hurts a little knowing exactly where we messed up, but I'm fine knowing we did really well and I know what to look for now in terms of player feedback.
NeoVoid
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TIMESTAAR
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