Softbodies was my attempt at making the cutest, simplest mobile game I could manage. The postmortem is available online: however, I did add enviornmental sounds and anti-death spiral mechanics in a recent update. In the future, I plan to introduce an 'infinite mode' to procedurally generate levels, and publish the final release to the android store.
For a video preview, please visit the itch.io page.
Team Size: 1
Development Time: ~3 weeks, early 2018
Role: Sole developer.
Music Credit: TJ Mitchell
A JRPG set in a world based around the production, processing, and consumption of meat, this project was selected from among nine other candidates to be developed by a group of Fitchburg State seniors as their 'capstone project'. I pitched the initial concept, and worked as the creative director, systems designer, and narrative designer for the project.
Team Size: 10
Development Time: 5 months, early 2019.
Role: Creative Director, Narrative Designer, Mechanics Designer.
Team Members: TJ Mitchell, Garrett Bryant, Quintin Connell, James Vasquez, Matt Spillane, Lucas Acevedo, Sam Gomes, Torrey Wang, and Kristie Morrison.
A VR Game set in the distant future, you must navigate your way through a series of puzzles while attempting to put together clues and hints dropped by a half-crazed Artificial Intelligence, all while the ship gets closer and closer to exploding violently. This game gave me a great opportunity to work with voice acting for the first time, and also taught me a lot about how to design (and program) for VR games: I'd love the opportunity to develop another one.
Team Size: 4
Development Time: ~4 weeks, late 2018
Roles: Producer, Narrative Designer, Programmer.
Team Members: Quintin Connell, Kenny Howell, Aaron Feitelberg, and Marissa Tautiva.
JetHack is a 3D platformer taking place in a futuristic cityscape, developed over three days at the 2018 Fitchburg State University game jam. The gameplay primarily consists of using a jetpack to fly from building to building, and enter 'code' into hackable terminals to disrupt the insidious corporate marketing being transmitted across the city. In this project, I was primarily responsible for creating numerous 2D elements that were integrated into the environment, most notably the textures affixed to each building.
Team Size: 5
Development Time: 3 days, early 2018
Role: 2D artist.
Team Members: Kenny Howell, Marissa Tautiva, Christopher Cornford, Ethan Thibault