Portfolio
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Most thumbnails are links to playable in the browser versions of the projects!
Table of Contents
Completed Games
Recent Projects
3/21/2024: Spice Collector Paper Prototype
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A paper prototype for a two player dune spice collector themed board game. Harvest spice, draw worms around the board to your advantage. |
Rules |
11/18/2022 + 6/6/23: PlayDaPon
10/26/2022: Procedurally animated eyeball creature
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I spent some time in 2022 playing around with procedurally animated characters and little character tests that were lightly interactive, including some work building quick reference characters for work projects that could help animators understand how unusual creatures could move and feel by being more puppet like. I made this creature around halloween time based on a neat quadratic bezier trick for doing cables. Instead of cables, I used them to build legs which would move around based on your mouse input, using the springs to give them some secondary animation with bounce and weight. |
8/3/2021: Ecto Scan
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A game built for an episode of a TTRPG campaign I was GMming in the ghostbusters RPG system. A retro-style four player game in which the players collaborate to find the source of a strange signal in 1985 san francisco. |
Post Mortem |
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Ludum Dare game jam game for LD46, finished 27th overall and 12th in mood (out of 3576 submissions). Theme was “Keep it Alive”. |
Post Mortem |
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Jam Page |
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Steve and I returned to Tetris Attack after having worked on a megadrive version, as an homage to the awesome pico8 community. Features music by tesselode and art from a variety of great games from the pico8 community that inspired us! See the pico8 bbs page for the full list of thanks. |
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Started as a jam game w/ Ed Luong, features awesome music by Marlena Fecho. |
Post Mortem |
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Started while snowed in one winter and ended up with a driving model inspired more by mario kart and some skiing physics. Fun things: <ul><li>My first experiment with authored levels, which were described using a simple DSL in lua.</li><li>the player avatar is a mix of sprites (the body) and procedural graphics (the skis). Because the skis are rotating smoothly it makes the whole character feel better than the simple 8 frames or so of actual sprite there is.</li><li>It was also fun tuning the camera and particle effects to sell the speed and turns.</li><li>The course boundaries are drawn procedurally using splines</li></ul> |
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Pico8
Pico8 projects done either in collaboration w/ Steve Lavieties or based on
co-developed basecode.
Picotris Attack |
Pentomino |
Pushback |
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12/21/2015 |
2/12/2017 |
5/7/2017 |
Based on Tetris Attack, first shipped project in pico8. |
Done right before GDC in 2017 |
Quick grid based game about sliding blocks. |
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Smaller Projects
Smaller projects - libraries, tests, tweet carts, all kinds of fun.
Libraries (Quadplay)
These quadplay libraries help me get prototypes and jam games up and running quickly.
Acceleration Demo |
Bounce Demo |
Camera Shake |
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While struggling with Beat the Gobblins, I stumbled across a GMTK video about celeste’s game feel, and after seeing the graphs I realized I could model those accelerations really simply using an ADSR model inspired by Steve Swink’s Game Feel book. This test proved to be super useful, and I’ve cleaned it up into a very simple module I’ve since used on a number of projects. Its driven off just three parameters: acceleration time from 0 to full speed (in frames), deceleration time from full speed to 0 under no acceleration (in frames) and maximum speed (in px/f). You can see the table here and further explanation here. |
The bounce demo is based on @fourbitfriday’s bounce demo from a stream. Again, it is built into an easy to integrate library and features a similar “profile” system as the acceleration library. |
Every game needs camera shake! This is a library for doing a simple nuclear throne/vlambeer inspired 2d screen shake. |
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Transition/Sequence |
Animation Timing Demo |
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A simple turn transition library that also serves as a nice demo for using quadplay’s sequence feature. |
Library that reads timing from Aseprite json files. This lets you use the aseprite feature to set frame durations to control timing in the animation tool. Also handles one shot animations, callbacks on animation end, functions to call when the frame advances, etc. Beat the Gobblins used this heavily. |
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Smaller Pico8 Projects/Libraries/Demos
Before shifting over to quadplay for personal projects, I really fell in love with pico8.
Pico8 Basecode
The basecode for all the projects that Steve Lavietes and I collaborated on in pico8:
Designed to be stripped down at the end of a project to recover tokens.
Includes:
- Menu system
- Debug tools
- Object/Transform hierarchy (+coordinate systems)
- Morgan McGuire’s Pico8 particle system library
- Camera system
- Mouse input
Library Demos
One Euro Filter |
Performance Tests |
Easing Function Gallery |
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07/14/2017 |
10/4/2017 |
09/18/2017 |
Source |
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Conway’s Game Of Life Tweet cart |
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5/19/2019 |
Done as an intro/invitation cart for an Alife interest group meet up |
Unfinished Prototypes
Hodgepodge of unfinished prototypes from projects over the years.
Space flight FX test |
“Reach” |
“Into the Pitch” |
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Pico8 |
Quadplay |
Quadplay |
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4x-ish |
Originally for 7drl |
Planet Generator |
Climbing Violets |
Baseball Prototype |
Screen shot of C++ version, click image to see on shadertoy: |
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C++/GLSL/ISPC |
Pico8 |
Pico8 |
wanted to learn about procedural generation and raymarching. planet generation algorithm is my interpretation of an algorithm from star control 2. All of the generation was done offline in C++ and then ported to ISPC. The rendering is entirely in a GLSL shader. |
Had a cool level editor by @stevelavietes |
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Word Game |
A Dark Drive |
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Quadplay |
Quadplay |
This was a test for making a game entirely out of words, looking at how easy it would be for me to add content to a game with such minimal aesthetics. Links: Post Mortem, Source, Play Online |
GMTK2020 Jam game, completed with Ed Luong and Nick Porcino. Really a mood and feel test. I did the intro, menus and audio. Post Mortem, Source, Play Online |
Playdate Prototype |
Gravity Prototype |
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Quadplay |
Quadplay |
A prototype for a playdate game, where you used the crank to do gestures to cast spells, trying to defend the cars of a train from enemies approaching from the right. |
Prototype built around some pieces from Beat the Wizzard for an action game with a gravity throwing mechanic. |
2022 |
2021,2022 |
Engines Used
- Quadplay (by @casualeffects):
- Pico8: