• Q.T.E.
    My first attempt at a one button game, and an exploration of the storytelling potential of a single interaction. I was hoping the continuous time pressure of the game would increase the tension of the game, but the concept didn't work out in this case. I also mostly ignored the intended scope of the game engine, and created a game that probably should have been made in twine instead.
  • Orbit
    A loosely physics based game about collecting space junk. I made this game as an exploration of the engine, because QTE ignored most of the features of the engine. The game also helped satisfy an itch from my previous project Quasar Escape - I got to make a more physics accurate orbit simulation. The game is fairly difficult due to the unintuitive nature of orbital mechanics, and I think would be significantly improved by the addition of an orbit predicting line.
  • Blub
    My third game, made with a partner. The core mechanic of the game is relatively unoriginal, but I think our speed and spawning parameters are well tuned. I made the shark sprites and the background bubbles, and by the time I got back from class the game was mostly done.
  • DVD
    A lesson in how not to make a rhythm game, by a group of about four of us. We started out with lots of confidence and no research, and created a game that refused to sync with the music, and had ridiculously generous scoring. In this first iteration of the game I was responsible for making the logo bounce correctly. After the project I went back and fixed our fundamental broken assumption: ticks are spaced correctly right? Both versions of the game can be played through the link below.