For Complete Portfolio
All 60 games + other work 
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A NOTE:

For brevity, I've included a small sample of my work that I'm most proud of. However, I've learned so much from working on all the other 53 projects left out. From multi-year ARGs, escape rooms, board games, VR films, and game jams to internship projects on large teams, industrial, and contract work. I've been making games for 8 years now, so if you'd like to see a progression scroll through the games tab of this site or check out the pdf above.

ULTRA DANCE MURDER

PITCH
Ultra Dance Murder is a fast paced twin stick arcade shoot em' up hybrid with a fantastic heart pounding 80's styled synthwave soundtrack, glitch art aesthetic, dance inspired combat, and local multiplayer gameplay that either builds or destroys friendships. It's a passion project over 5 years in the making.
AWARDS & RECOGNITION
Colorado Clutch Con 2015, USC Games Expo 2018, LA Minefaire 2018
CONTRIBUTIONS
A solo project with the exception of the soundtrack by James Hall.
CHALLENGES & TAKEAWAYS
Trying to resist the urge to start from scratch every 3 years on a long term project. Developing for XBOX One and going through cert is no easy feat.
The UI design, gamepad support, AI, dynamic voronoi split screen system, bullet hell pattern editor, and raycast 2D shadows have been their own technical challenges to overcome, but over time I've gotten everything bullet-hell down to a science from level design to combat, it's juicy and addictive.

I'M WRITING A BOOK ON GAMEDEV

A free comprehensive resource on game development that won't become deprecated too quickly. Not too technical or theory based, a book that demystifies the jargon, and has a point of view from an indiedev. I'm still adding new chapters, editing and illustrating, but if you have any feedback, I'm all ears!

The goal: lower the barriers to gamedev, a starting point for self motivated aspiring game makers that'll guide them along their journey from their first game to their first commercial game and beyond.

READ ME

POST HELLO

PITCH
Post Hello is a 3rd person cinematic narrative game about experiencing life from the eyes of a delivery-man searching for fulfilment in his work. It's a game about dropping off packages & delivering on sincerity. Learn what it means to have a job well done! PC / MAC / LINUX
AWARDS & RECOGNITION
Showcased at DU Arcade 2019 & USC Underground Show 2019
Written about in IndieGames+ and Free Game Planet
Featured on GameJolt's Front Page - 23k+ views on launch
CONTRIBUTIONS
- level design: blockmeshing -> final art pass, implement usability test feedback (videos & surveys) and iterated on design, made burndown chart
- art: drew character designs -> 3d Modeled, textured, rigged, anim tree setup
- systems design & animation: scripting the player controller and all interactions, cutscene (dialogue / dolly / tracking) camera system, and used a blend of motion capture and hand keyframed character animation
- worked closely with composer on sound design iteration & score direction
CHALLENGES & TAKEAWAYS
Trying to keep the project within scope and cut / adapt planned content to ship on time for alpha/beta/gold. Perforce syncing issues resulting in having to redo work often. A busy partner with other priorties outside of the project. Working on a team with different technical ability levels, trying to make it a learning experience for them while still making something I was proud of.

POST HELLO DOCUMENTATION

航空史 ( hángkōng shǐ )
A HISTORY OF AVIATION

PITCH
A short journey through aviation history through a relaxing lo-fi chillhop snowglobe pinball cabinet. PC / MAC / ANDROID PHONE
AWARDS & RECOGNITION
Showcased at DU Arcade 2019 & USC Underground Show 2019
Written about in Alpha Beta Gamer & The Game Curator
Featured on front page of Itch.io for a week
CONTRIBUTIONS
Solo project. I did everything: art, programming, animation, design, and mixing of lo-fi beats to create a dynamic soundtrack based on progress.
CHALLENGES & TAKEAWAYS
Independently compiling features of the game for the mobile vs the desktop version and optmizing the physics to run well on a variety of specs. Short dev cycle of 2 weeks. Created kitbash sets of models to speed up development & iteration. Everything was modular for quick iteration & optimization.

航空史 DOCUMENTATION

Pixel Galaxy

PITCH
Pixel Galaxy is a non-shooting shoot em' up where you must make friends and grow to survive bullet heaven.
AWARDS & RECOGNITION
Showcased at the Smithsonian. Featured on Westword.
CONTRIBUTIONS
I designed 50 of the higher difficulty waves and their various permutations (the game was randomized. I worked closely with the game's lead designer and iterate on my designs every week within team meetings. I also briefly worked on Serenity Forge's unreleased intern R&D project as a programmer.
CHALLENGES & TAKEAWAYS
Trying to find unique patterns and fresh designs while working within design principles laid out and focusing on a very specific part of the game was a new experience apart from my independent development. Working within a studio environment of around 10 taught me how to communicate effectively.

PLAYER KNOWN BATTLEGROUNDS

PITCH
Player Known Battlegrounds is a historical edutainment game about being a recently divorced tour guide on the Gettysburg National Military Park. It teaches history about the civil war and is the most realistic tour guide simulation on the market. Hundreds of voiced over and real time subtitled facts about the monuments, their history, and a failed marriage. Try to keep your tour group together; try to keep yourself together. PC / MAC / LINUX
AWARDS & RECOGNITION
Exhibited at the USC Undergraduate Symposium & Games Expo & Minefaire LA
Written about in Big Boss Battle, Free Game Planet, and Digital Diversity.
CONTRIBUTIONS
I did all the character art, animation, sound, music, and programming. My partner Atsi and I collaborated on the design, voice over coordination, research, and writing.
CHALLENGES & TAKEAWAYS
We had about a month to make this game, if that. Therefore, we had to cut a lot of corners, so that's how we established such a distinct art style. Trying to make an educational game as engaging as possible while doing justice to the historical material and characters in-game. We playtested this game with kids, and found they were the target demographic and absolutely loved it, after the initial dissapointment that it wasn't PUBG. The presentation reels people in, the depth of character keeps them in, and they forget they're learning history.

PLAYER KNOWN BATTLEGROUNDS DOCUMENTATION

GRIPTAPE BACKBONE

PITCH
You play as a skater on the brink of life and death collecting aesthetics to reach enlightenment in skate-purgatory whilst trying to expiate your sins, help lost souls, find meaning in life and closure in death. A true vaporwave experience.
AWARDS & RECOGNITION
Exhibited at Acción Latinx LIFE Showcase & Queertech.io's exhibition
Featured on PCGamer, Destructoid, and Hardcore Gamer.
CONTRIBUTIONS
- (solo project) Crafted an open world meditative skateboarding game with an unconventional player controller and control scheme of first person skating.
- Wrote & scripted NPC quests and easter egg interactions in the world
- Wrote an in-game fake OS that would break the 4th wall with the player’s actual desktop and applications using liminal mechanics for both comedic and personal moments delving into topics such as sexuality and religion.
- Coordinated a 47-song soundtrack with over 25 vaporwave musical artists
CHALLENGES & TAKEAWAYS
First person skateboarding in hindsight was a bad idea, but fun to explore. Adding the option to "Skate anywhere" on any surface, therefore having to come up with my own laws of physics a challenge. Creating a large map with over 5000 hand placed collectables on my own was a great experience.

GRIPTAPE BACKBONE DOCUMENTATION

AWKWARD DIMENSIONS REDUX

Pitch
Interactive Dream Journal & Diary; Awkward Dimensions Redux is a personal game. Lasts 20 minutes to an hour with less traditional interaction. Focuses on getting to understand another person through an interpretation of their dreams, thoughts, fears, desires, and past work. It's a game about conversing with roosters, disembodied legs, standardized tests, Immature jokes, relationships, art, espionage, and a teenager coming to terms with life and growing up.
AWARDS & RECOGNITION
Honorable mention 2017 Independent Game Festival (Best Student Game), Student Finalist Showcase 2017 SXSW Gaming. Featured on Polygon, Rock Paper Shotgun, Vextro, Itching for More, and more.
Over 300k downloads, Very Positive on Steam.
CONTRIBUTIONS
A solo project. I did everything except the music which was done in collaboration with multiple artists.
CHALLENGES & TAKEAWAYS

The hardship was not in the creation of this personal cathartic mixtape of minigames, but in the misinterpretation, toxicity, and volume of response that followed release. My game helped people, but I'm not a trained thearpist.
Being able to design a level with an emotion in mind, use mechanics as metaphor, and integrate sound design with level design for emotional impact. Teaching players a new mechanic each level naturally with no handholding.

AWKWARD DIMENSIONS REDUX SCREENSHOTS

Extremely personal game, no design docs (aside from a diary) were used; I didn't know what I was making until it was finished.