TEAM DEVELOPMENT

Games I worked on as a team member, where my role was focused on systems and narrative design.

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My role on SCORCH was as the lead designer and systems designer. The concept passed through greenlight and the team has recently upgraded from a five person to fourteen person team.

SCORCH started as an idea of mine back in high school, and the opportunity to bring it to life with a team was a literal dream come true. The game is a first-person shooter that uses a binary lighting shader to create emergent stealth mechanics.

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I came onto Yolk as a Narrative Designer and then later on continued as a systems designer. I was responsible for identifying the core gameplay loop and developing the systems to communicate it. The game is a 3d adventure platformer.

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Last Stop was made for the 2021 GMTK Game Jam. I worked on the project as a writer and systems designer.

The player takes the role of a ticket taker on a train ushering souls to the afterlife.

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SOLO DEVELOPMENT

Games I worked on alone, designing systems, programming, creating art and writing.

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I made Starfinder to show that you don't need a quintillion procedurally generated solar systems to have a fun space game. You just need a core gameplay loop that focuses on fun and engaging exploration.

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At the time of making The Humming Glum I was studying the ways in which games created strong senses of exploration and discovery. My goal with this project was to recreate that experience.  The player finds a lens that reveals the true nature of things, 

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