This is a showcase of a variety of works I have made over the years in
my game development hobby.
All projects have been completed solo.
Jam projects and such
Repairing the World — Logistics/Factory
LÖVE ⏱ 1 week Rust Networking Vector art Procedural gen Optimization MusicThis pair of 2D games developed with LÖVE was an experiment in many things.
The most noticeable thing about this project might be that it is two separate games, which is what the primary subject of experimentation was: asynchronous and extremely asymmetric multiplayer. Players of the Factory game would be ordering supplies and selling products, both of which would then be delivered by players of the Logistics game.
Additionally, the Logistics game was a practice in creating simple physics constraints and procedural level generation, along with leveraging the LÖVE framework to its fullest. The Factory game, on the other hand, was a practice project in UI programming and the factory automation genre.
The networking was developed from scratch with TCP and a centralized Rust + Tokio based backend.
Submission to LÖVE Jam 2023. Overengineering: The world in the Factory game is an infinite grid. Tiles are only simulated in dirty chunks.
This Thing I Call...
Godot ⏱ 3 days 3D Vector art Level design Writing MusicA linear, story-driven tribute game with 3D and 2D-in-3D graphics developed in Godot.
Most of this project was practice in game writing, dialogue systems and 2D character vector art. A major focus was also on designing and creating a passable 3D level.
Submission to Neuro-sama Game Jam 2.
Brick Balancers
LÖVE ⏱ 3 days Rust Networking Pixel artA simple 2D arcade-style cooperative multiplayer game where 1-2 players balance on a piece of wood while catching falling bricks, developed with LÖVE.
This project was an exercise in developing a networked multiplayer game. The network stack was developed from scratch over UDP with a separate TCP connection for lobby management and control messages. The backend UDP relay server was developed from scratch using Rust + Tokio.
Submission to LÖVE jam 2022.
Unnamed third-person action demo
Godot ⏱ 1 day 3D Level design Modeling System design MusicA university course project developed in Godot.
The goal of this project was to quickly create an isolated, fully developed game with certain specifications. As such, the project has:
- Fully animated 3D player character and two NPCs
- Both diegetic audio and non-diegetic music
- An overengineered node-based dialogue tree system, programmed from scratch
- Small 3D level
- Simple custom shaders (faces)
The game follows a linear progression in which the player is given a quest and then progresses in the level to complete it.
Sugar Thrash
LÖVE ⏱ 3 days Vector art Music2D bullet hell game developed in LÖVE.
My entry into the genre, including simple enemy behavior programming and bullet patterns. Also a practice exercise in 2D vector art.
Submission to LÖVE Jam 2021.
Hotspot
LÖVE ⏱ 3 days Music2D platformer developed in LÖVE.
As my first jam project, this was my first time working to create a complete, well-scoped project under a tight schedule. Overall the project was a success and I got to spend a lot of time creating levels and playtesting.
Submission to LÖVE Jam 2020.
Unnamed ARG
Web Godot ⏱ 1 week Rust NetworkingA small alternate reality game running with a web client and a Rust HTTP/WebSocket backend.
The main part of the ARG is a Godot-based client interfacing with a WebSocket backend which serves a world to the client. The client then navigates the world, upon which the server gives the client different areas. Includes some very basic server-side anti-cheat measures.
From the world, players eventually access web pages containing simple puzzles, which reveal parts of a final password used to access a reward page.
Created over a week-long time window as a sort of solo jam.
Various projects & experiments
Godot Procedural gen Graphics Networking VR Unity ⏱ 15+ yearsI have also done a lot of prototyping and experimentation on various techniques and genres, including:
- Ring world with procedurally generated terrain loaded on-demand
- Procedural cave with meshes generated using marching cubes, explored in a submarine using only a sonar (inspired by Barotrauma)
- Multiplayer VR spaceflight combat. Networked using a centralized Godot server instance.
- Various experimental projects and minimal course works in Unity
- Too many small prototypes/experiments to count
- I also worked a summer job doing various programming and level design tasks in Unity