3D Motion & Real-Time

Games

I do it all.

But when I can't, I specialize in game design and lighting.

Shipped Games

Warcube

Desktop - Steam (Mac & PC)
Press Page

Store Description
Become the WARCUBE. Crush your enemies, siege castles, and bring glory to your six-sided self! These cubes were made for battle, not building. It’s viciously intense, subtly tactical, and geometrically satisfying. 

Development
Warcube was initially launched in January of 2017 into Early Access on Steam. I was one of the last batch of games to make it through the Steam Greenlight process earlier during the summer of 2016 and followed that rush to PAX West later that year. At PAX, I was fortunate enough to demo the game for hundreds of people AND rock a demo on the main Twitch stage with Rami Ismail in front of thousands. In reality, I was chasing the clock, my wife and I were expecting a child (our first) in February of 2017 and I was working double overtime to make sure we were prepared. It was tough, but the initial launch went VERY well! So well, that I was able to take the first year and half off of my tiny human’s life to work on developing the game. The game is still in Early Access, with 'Very Positive’ reviews on Steam as well as a busy forum, I also have an incredible core community on Discord who help in more ways than I can describe. So to that end, I definitely recommend Early Access or ANY sort of development that looks to include players in the process. When you’re making a product you have to think of the end players 100% of the time, no matter the context.


Bounce 5

Mobile - App Store (lapsed) and Google Play
Press Page

Store Description
Bounce 5 times to mix it up! How long can you last? Just move your finger to keep your character bouncing. Simple right?
A simple input mobile game, bounce the buddy 5 times and a random event will happen (both good and bad)! Collect stars for a chance to unlock new characters and open new areas to play.

Development
This was an interesting game to make, partially because it was my second “full” game and I (wrongfully) had hoped that because of that, development would be easier. I pulled in scope, chose a simple style, and set a development end date. Fast forward 3 months, and I blew up the scope, chose a more complex style, and pushed back the end date (1 more month). It’s funny starting a new project having just come off another, and even with your post-mortem notes in hand, you can STILL make the same calls, and mostly for the same reason. For example, before I had these fun little characters, I just had simple shapes. But at the 75% point of development I just felt unhappy looking at my simple monochrome game, mainly because I KNEW I could make it look better, heck, art has always been the easy part to me. So I pushed the deadline and spent time to completely revamp the look of it. But in doing so… I had to add character unlocks, build biomes, custom high counter effects, and integrate ads in a new way. Goes to show there’s rarely ever just ‘one more thing’ to add.


Fetch Dog Fetch

Mobile - App Store (lapsed) and Google Play
Press Page

Store Description
Fetch Dog Fetch is a physics-based game where you play as a dog...because humans are just plain boring. As you play new levels, you'll be introduced to different objects to fetch and a wide variety of obstacles to keep you on your paws...err.. toes.

Development
This was my first shipped game. It’s prototype (one out of a batch of 10) had the best reaction from friends, family, and strangers on the bus. So I moved forward and shipped it! What I personally like best about it, is the fun little level design interactions you’re able to get with a platformer in an arcade setting. For instance, you’ll find yourself constantly catching things while in the air, which elicit’s the feeling of ‘just’ gotten something. This game took about 2.5 months from end of prototype to shipping on the the App Store and Google Play, I learned a lot about asset management, ad integration and *COUGH* what Apple’s submission review time used to be like…

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Coming Soon (shhh!)

Lucky 1

Desktop - Steam (Mac & PC)
Mobile - TBD

Store Description
A beautiful game of chance.

Alt Tagline
A game that never gets harder, and never gets easier.

Development
I first prototyped this game a few years back, probably around 2015? And I kept finding myself playing it at random moments. You know how it goes… on the bus, on the john, in bed at 2 AM. So it kind of stuck with me. The tagline of the game pushes the idea that something is ‘chance’. But in reality how many times have you played a guessing game.. and just knew where or what the answer was? This game is based around that feeling. Behind the curtain of the game there’s some small mechanics that are meant to push you in a direction, maybe one of the gems wiggle a bit.. or maybe you hear a slight hum on one side of the screen. Small things that sometimes make you feel like you know which path to take.