A third-person MOBA featuring parkour for characters, vehicles which can hover, jets, ridable robot dinosaurs and epic boss battles. I was employed as a freelance consultant, programming various parts of the gameplay, such as aerobic character control, enemy and boss AI, vehicles, effects, sounds, etc.; and also tools for content creation, like a level editor or map randomizer.
Desktop category has 10 items:
A story-based puzzle-platformer, made in two weeks as a game jam entry, which won 1st place in 8 categories. The game is set in a post-apocalyptic world. The player has to solve puzzles to save his fellow miners and escape their infested planet.
A Journey-inspired game, made in two weeks as a game jam entry, which won 1st place in 7 categories. The player is thrown into a mysterious solar system with a broken heart at its center and has to help the surrounding planets by chatting with them and solving their puzzles.
A 2D action platformer prototype developed in a couple days by me and Callum Tweedie-Walker, meant as an experiment to build upon the Udders character, first developed in 3D for a Ludum Dare game jam. The prototype features a robust rigidbody character controller with two-way environment interaction, enabling physics-based platforming and puzzles, a full-body skeletal animation, and a thematically-accurate milk simulation.
A surreal weekend project with experimental gameplay, based on empirical learning, without any text or voice tutorials. The game is set in a fictional school for private detectives, where the players have to prove their wit by completing various challenges.
A small detective-game prototype Ludum Dare entry, mainly experimenting with 3D UX.
A top-down shooter game, made in two weeks as a game jam entry. The player can choose between two classes, the mage or the archer and they can both be upgraded with various spells or power-ups. The waves of enemies are procedurally generated and gradually increase in difficulty.
Ludum Dare entry for the theme 'minimalism'. The puzzle platformer features very few mechanics, namely left-right movement, jumping, ladders and switches, to create tightly-packed challenges. As a riff on the minimalism theme, some levels design are re-used with slight tweaks, such as controlling two characters at once, or having the characters move in opposite directions.
A 2.5D steampunk puzzle game, made in two weeks as a game jam entry. The game includes two unique stages, one where the player has to control a submarine and navigate through fallen underwater debris and mines; and one where the player controls a robot to solve various puzzle-platforming challenges.
2D puzzle-platformer with focus on user-created content. Player can create new levels either by drawing them as PNG images and loading either locally or from a URL, or using the built-in editor.