Additional Projects



Other Digital Projects


Here are a some other digital projects I've undertaken. Some might be non-traditional or work-in-progress games, others might be completely non-game related.



Generic placeholder image

Summary:

War on I4 is a top down two-player competitive mini-game that elevates the classic snake game to a more dynamic level.


Format:

  • Engine: Unity 2D

  • Team Size: Seven

  • Development Time: Two days (Game Jam)


Roles & Tasks:

  • Creative Director: Coordinating Group Tasks, Conveying Vision

  • Lead Designer: Designing Core Gameplay Mechanics, Overseeing Mechanic Additions, UI & Menu Design

  • Programmer: UI & Menu Functionality


Design Goals:

  • Celebrate the "War on I4" competitive rivalry between UCF and USF thematically

  • Elevate the gameplay of Snake/Pearl Worm to allow for dynamic competitive gameplay

  • Make a fairly fully considered game at game jam pace rather than a tech demo or unfinished product


Design Implementation:

UCF's Knight mascot and USF's Bull mascot both helped inspired the herding/rescuing core gameplay goal of the game as well as the actual visual representation which brought both mascots to a medieval setting so they might coexist.

The most intuitive way to challenge another player trying to bring a group of allies to a save location was to have attacks revolve around disrupting the chain of allies. It was from that idea that the chain snapping mechanic and, as a result, all the powerups that modify how the chain snap works, were born.

The characters you're seeking to rescue are placed on the opponents side to encourage both players to cross paths as often as possible. Powerups are sprinkled through the game at key chokepoints to give added strategic incentives to approaches and retreats through each territory.


Link:

Opens the game's Itch.io page in a separate tab: Link.



Generic placeholder image

Summary:

Manhunt is a first-person digital prototype of the real life tag-variant "Manhunt" created as part of an application to FIEA.


Format:

  • Engine: Unity 3D

  • Team Size: Solo

  • Development Time: Two weeks


Design Goals:

  • Adapt the real life game of Manhunt into a digital setting, mainting both its slow paced stealth-focused moments and its fast paced escapes and going so far as to heighten them where possible

  • Try whiteboxing a 3D stealth-focused level for the first time


Design Implementation:

Creating an effective stealth experience meant creating an effective player controller and enemy AI system so a great deal of time went into shaping both of those.

In thinking about my own experience playing Manhunt, I came to the conclusion that the player needed to have sprint, crouch, crawl, slide, and lean abilities to feel like they have all the tools they need to play something like Manhunt so that was an early priority. I also made sure to design and program the character controller to have all its speed values modifiable via a "CharacterStats" class which, rather than outright replacing the base stats, modifies them with a multiplier and a multiplier effect ratio so that with future development the project could include a character select screen with easily tuned player values.

As for the enemies, AI needed two components: Internal states which control decision making and detection. As for the first, the enemies needed to be able to do more than move around the level randomly. I decided I wanted to have interest points in the level which could be hand placed by designers. AI enemies would investigate these points periodically before returning to their random patrols. I opted for random patrols over more neat patrol paths because, within the game of manhunt, defense-team players are rarely patrolling rigidly like guards and instead tend to gradually explore. Past basic movement, enemies needed detection states and the actual ability to detect the player. Their detection states follow a wandering to investigating to chasing pattern, where, while investigating a detected player, a detection countdown begins and when it completes if the player is still in view the enemy switches to chasing and rapidly moves toward the player. I took precaution to adjust how the enemies behave when the player breaks line of sight to make the experience feel more realistic. Enemies ignore the player immediately breaking LoS after being detected and will continue to pursue so chases can't end right as they begin. Enemies also swap back to investigating if LoS is successfully broken and investigate the most recent position they detected the player.

Enemies detect the player through a raycast system intended to ensure that if any part of the player is visible to the enemy they will begin to be detected. Players can crawl under the enemies normal view cone, but the enemy will gain a lower view cone when investigating or chasing. On top of that, an essential part of any stealth game in this fashion is sound so the enemy can also detect the player based on what state the player is in as the player moves. Things like sprinting and walking create far more sound than crawling and if the enemy's hearing radius overlaps with the radius of the sound produced, the enemy will skip straight to chasing and pursue the player.

My level design was intended to give more risky players the chance to charge down a primary path, evading enemies with their quick thinking, while also allowing for more methodical players to explore the many side paths and chart their own path to the final goal point. The space was loosely based on the idea of a neighborhood as that's where Manhunt is often played, but abstracted to allow for distinct gameplay opportunities and landmarks.

Some things that were cut that I'd like to implement if I pursue this project further include: A way for players to evade capture by inputting a timing based button input (gated by a certain number of charges), a character select to choose different stat variant players to allow players to tune their character to their playstyle, a larger level and more levels altogether, a multiplayer mode where both teams are made up of human players.


Link:

Opens a .zip of the game's Unity project folder page in a separate tab: Link.

Opens the submission video that accompanied the project in a separate tab: Link.



Generic placeholder image

Summary:

Ticky Tacky Toe is a redesign of classic Tic Tac Toe.


Format:

  • Engine: Unity 2D

  • Team Size: Solo

  • Development Time: Small Hobby Improvements Periodically


Design Goals:

  • Stop the inevitable ties that occur when anyone reasonably familiar with the game plays Tic Tac Toe

  • Give the whole game a deeper sense of strategy and planning


Design Implementation:

I tackled my goals for the project by expanding the board, increasing the number of boxes you fill per turn, increasing the number of matches in a row you need to win, and adding a tie-breaking system that requires you to plan ahead.

These factors combined to create a game in which you have more options to defend and attack during your turn rather than just reacting to the other player while also giving your opponent the opportunity to do the unexpected and suddenly surge to victory if you don't plan ahead. What it takes to win is also different than what it takes to win the tie-break which means while pursuing your primary goal of winning you're always incentivized to plan for a possible tie. The combination of factors thoroughly disrupt the traditional structure while not feeling entirely foreign.


Link:

Opens the game itself in a separate tab using Unity WebGL, be sure to click fullscreen: Link.



Generic placeholder image

Summary:

A New World is a text-based adventure game that explores the tough decisions that come with leadership.


Format:

  • Engine: Twine

  • Team Size: Solo

  • Development Time: Two weeks during a school semester


Design Goals:

  • Convey the sense of fear and pressure that leaders feel when forced to make decisions that may have uncertain outcomes or that seem straightforward but inevitably lead to disaster

  • Tell a heartfelt story following a crew exploring uncharted lands

  • Attempt the creation of my first text-based adventure


Design Implementation:

In order to convey the sense of thrill and dread that can come with leadership I made sure to include many decision paths that lead to unexpected tragic and successful events. I made sure to make unsuccessful branches go on long enough to not arise suspicion before suddenly turning bad with no way to go back and forcing the player to live out the disaster that unfolds in every excrutiating detail. I also tried to ensure that most of the paths, both good and bad, had the ability to turn back before they came to full fruition to give the player that chance to really doubt.

All of the characters are fairly straightforward archetypical characters and the world is mostly just a mysterious hazard but I did try to ground the story through one core relationship between the player character and a companion to give the player someone to worry about their decisions affecting.


Link:

Opens the game itself in a separate tab: Link.



Generic placeholder image

Summary:

A Toasty Heist is a tiny first-person platformer.


Format:

  • Engine: Unity 3D

  • Team Size: Three

  • Development Time: Two weeks during a school semester


Roles & Tasks:

  • Designer: UI & Menu Design, Level Design

  • Artist: 2D Art, Simple Models

  • Programmer: UI & Menu Functionality, Enemy Functionality


Design Goals:

  • Create a tense "hallway with guard" scenario

  • Implement a unique mechanic


Design Implementation:

For such a small and simple game the team decided that opting for humor and simplicity would create the most entertaining experience so we opted for the mechanic of being able to platform across a floor of lava using platforms that the player creates but having those platforms be subject to the lava destroying them after a short period really adding even more time pressure on top of the pressure from the guard-bot. Adding an actual timer to the stage was mostly a psychological ploy to even further increase the pressure of the scenario as was the beeping mine sound that the bot gives off as it approaches. All of this juxtaposed against the inherently crude art and ridiculous premise imbues the game with a lot of energy despite being just a hallway with two small rooms.


Link:

Opens the game's Itch.io page in a separate tab: Link.



Generic placeholder image

Summary:

This portfolio website which is an ongoing project.


Format:

  • Tech: Adobe Dreamweaver, HTML, CSS, and Twitter Bootstrap

  • Team Size: Solo

  • Development Time: Ongoing contributions


Design Goals:

  • Create a highly functional and navigable space to house my portfolio work and broader career-relevant information

  • Apply design principles to a different medium than games


Design Implementation:

The structure of the site prioritizes clarity and easy channels toward any important information over any excess style that would only serve to be distracting. It was important to me that this all held true on mobile as well as desktop as both platforms are pretty typical in a modern environment. Every page links to every other and all external ontent opens in new tabs rather than forcing the user to go back and forth between pages.


Link:

Returns to the home page: Link.



Return to the top of the page.



Physical Games


Here are a few physical games I've designed. They should have gameplay videos to see how they play and rule lists to even allow you to play them yourself.



Generic placeholder image

Summary:

Punchline is an original card game for two or more players.


Format:

  • Type: Physical Card Game

  • Materials: (Minimum) Two standard 52 card decks with their jokers and a wide flat space

  • Team Size: Solo


Design Goals:

  • Create a card game using a standard deck without making use of traditional card game conventions

  • Ensure the game can accommodate at least two players


Design Implementation:

As someone who doesn't really play any traditional card games, I challenged myself to create a card game that reflected that perspective. I hoped to create something unlike anything else out there.

The game's idea came from studying the physical appearance of cards to try to maximize how they could be used as game pieces rather than any way that cards are typically used in card games. I really liked the idea of making use of jokers as a goal and came up with "Punchline" as a metaphor for trying to get to the "joke". The game then revolves around getting from the start of the "joke" to the end.

The final product is a game where strategy is necessary to balance gradual progression, rushes for victory, and defending against opponent success.


Link:

Opens the rules to the game in a separate tab. Download them for best viewing results: Link.



Generic placeholder image

Summary:

Emperor & the Bandit Alliance is an asymmetric modification for classic chess for three players.


Format:

  • Type: Physical Board Game

  • Materials: Standard Chess Set

  • Team Size: Solo


Design Goals:

  • Disrupt the balance of chess to allow newer players to compete with people who have spent countless hours learning the game without making the game completely unappealing to longtime players

  • Maintain an opportunity for newer chess players to familiarize themselves with the traditional game


Design Implementation:

The core conceit of the game is that the more experience two of the three players must play on the same team alternating taking turns and using pieces with nerfed abilities. This forces constant reassessment of strategy and keeps them from falling into chess habits. The least experienced player plays alone but gets to use a standard chess arsenal and can get practice moving the pieces properly and learning how they might be effective.

This game modification forces the most experienced players into a situation that they might not be comfortable with but that should absolutely engage whatever sense of strategic competitive drive that brought them to enjoy chess in the first place. It does that while also allowing newer players to learn a bit more about how traditional chess is played and have a shot at winning.

Ultimately it's a game that's both familiar and alien with a thematic concept that heightens the drama.


Links:

Opens the rules to the game in a separate tab. Download them for best viewing results: Link.

Opens a video explaining the game in a separate tab: Link.



Return to the top of the page.