We can code. We can make art that is better than 63% of painting elephants. We like making games. I don't know, let's just talk about it.
Free snuggles. No bullshit. Ok, maybe a little bit of bullshit. You pay the airfaire for snuggles.
Sometimes I like computer. Computer I do good running.
In 2015, we worked on the Tron Realms project for Shanghai Disneyland. In particular, we worked on a particle-based point cloud system that would morph between multiple different high poly vehicle models.
We worked to bring the Nasa Astronaut Training Experience to fruition at the Kennedy Space Center. In part, this was a last minute end-game contract to meet a fast approaching deadline.
From 2014-2017, we had a large hand in shipping Neo Monsters, a #1 iOS Monster-Capture RPG game. This included large chunks of the codebase, primarilly in Unity3D.
In a collaboration with Studio Pepwuper, we were given art and audio assets, as well as general interactive design for this storybook, and we brought it to life with Unity3D, start to finish.
Minor work on a cross platform underwater tower defense game.
Developed specific gameplay mechanics for iOS tilt-based infinite runner.
Point and click adventure game available for iOS, Android, and PC.
High Score-style game where you tap on falling objects to keep them from smashing pedestrians below. iOS
A simple puzzle game where you try to control the board with your color. Local multiplayer and AI play, iOS
Ludum Dare 25 entry. Theme: You are the Villain. Go through a series of minigames to live the life of Mr. Wily. For Windows, Mac, and web.
Ludum Dare 23entry. Theme: Tiny World 3rd person adventure game for Windows, Mac, and web.
Ludum Dare 28 Entry. Theme: You only get one. This is a fast-paced infinite shooter for Windows and Mac.
Ludum Dare 34 Entry. Theme: Growing. This is a short action-adventure game for Windows and Mac.
Ludum Dare 37 entry. Theme: One Room. 2.5D platforming game for Windows and Mac.
Entry for 2013 Nasa Dark Side of the Jam. The concept was that you were delivering messages to a rover on a time delay, as in real missions.
This is a raymarch/depth estimation shader designed to be performant in VR.
One of our earliest shaders, this is a fragment shader that mimics an oil painting by sampling nearby pixels.
Early work on a procedural dungeon generator for a roguelike dungeon crawler.
Early work on a procedural city generator, designed as a VR experience.
This was a seperate city generation algorithm created as part of a programming test. This leveraged Cellular Automata, custom A* pathing, and a road/building generator.