Falltime Fight Club
Falltime Fight Club is a 2D fighting game. I developed it solo; it was a fun, seasonal activity, and a means to learn the Godot game engine.
:growjam: was my six-person team's entry in the Blizzard Game Jam, Spring 2022. The theme was “Growth.” I handled engineering and some design.
Experiment 0867-53-09 is Asteroids in a petri dish. It was created by the three-person Team MDS3 for the Blizzard Game Jam, Spring 2021. The theme was “More than Meets the Eye.” I focused on special effects and tech art.
The Symbiosis Null project was an exploration of science and personal philosophy headed by my friend Vivek Vimal. As the second member of our two-person team, I handled programming, asset implementation, and a bit of art.
Beach is a simple game that I created for my godson. I did the design, art, and engineering.
The Forgotten King
Moon Rabbit is a moon phase calendar that I originally developed in 2010. I used it to teach myself Xcode, and it became the first personal project that I released on the App Store. I recreated it in Unity in 2017.
Her Sovereign Virus
Her Sovereign Virus was made by the four-person Team Virus, and it was our entry in the bitbitJAM3 game jam. The theme was “Red Hot Princess Carnage.” I organized the project and did in-game art and animation.
The Ritual game demo was a solo personal project; my intention was to evoke emotion—particularly hope—through gameplay, controls, and movement.
Legend of Zeld
My entry in Game Jolt's Female Link Jam. I was a solo developer on this project and focused on art, tech art, and engineering. Legend of Zeld was a big learning experience and was a leap forward in my understanding of Unity, shaders, and basic 3D. Weird glitches aside, I was happy with my paper-craft visuals.
The two-person Team Purple Rain's submission to the Grab Games game jam in the fall of 2012. I did the art and programming.
Clyde vs. the Maze
I programmed the initial Flash version of this game—a three-week development exercise I did with two friends, and that received positive reviews. I directed the subsequent iOS version—for which we gained an additional team member—and that included new levels, enemies, Game Center support, and an extended soundtrack.
For my first official game jam, I joined Team Sage as we developed Sage Scrolls for the UC Irvine Video Game Development Club's 2011 Summer Game Jam. I did the graphics.
I made Cable Miner in Flash. I focused on reflex-based gameplay, game feel, and realistic spring physics. It was a hit at the office.
Built upon my previous Flash fighting games, Dharma Battle featured seven completely unique gods, devils, and enlightened beings.
Dojo Battle Crazy
After graduating, I freelanced at a local web design shop where I learned Flash. Outside of work, I tested my skills by recreating the original Dojo Battle. Shortly after, I created an enhanced edition: Dojo Battle Crazy.