everybody's sad

Trailer from June

Team photo outside our booth at Indiecade

Attendee doing reps at Dreamhack Atlanta 2019

A VR experience in an apartment full of sad objects

MY ROLE: Lead Programmer
  • Ran programming meetings
  • Coded intro and bathroom sequences, and audio and progression systems
  • Created gameplay snippets and graphics for social media
  • Tabled and debugged VR equipment at all our showcases
TIMEFRAME:
  • Primary development 6 months from January-June 2018
  • Light polish work July-December 2018
  • 2 months of updates and patches January-February 2019

everybody's sad (Oculus Version)

SideQuest Store Thumbnail

A long-range grab was a direct-ask in a cert pass, so has been added in this version!

An optimized port that supports Oculus Quest

  • Built in Unity (C#)
MY ROLE: Solo Porting
  • Recoded game to be native to the Oculus SDK
    • Recoded VR Interactions to be native to the Oculus SDK
    • Created a long-range grab that didn't compromise original design
    • Built a teleporation system from scratch to replace the one reliant on SteamVR
  • Swapped the render pipelines to Universal Render Pipeline
    • Replaced our outline shader with Custom Render Passes
    • Updated the mirror shader to a URP-supported stereo-renderering mirror shader
  • Made the Additional Needed Changes to Run on Quest
    • Integrated a speech-recognition system that didn't rely on standard Android libraries (not on Quest device) and avoided using a major speech recognition service (we avoid bills)
    • Optimized original codebase to boost FPS
    • Created LOD versions of high-poly models
TIMEFRAME:
  • Porting Game to Oculus SDK at night June 2019 - Present

Mesh Guess

Release Trailer

The 2-Player Mode: "Mesh Scramble"

Try to Guess the Scrambled Model!

  • Record fun videos of you and your friends trying to guess scrambled models!
  • In 1 Player mode: "Mesh Guess" the player tries to guess a randomly scrambled model
  • In 2 Player mode: "Mesh Scramble" one player is in charge of scrambling the model beyond recognition and then the other player tries to guess it!
  • Inspired by the planned Train Jam 2020 theme: "Hindsight"
  • Built in Unity (C#) Twitter. Website.
MY ROLE: Everything
  • Created model import and scrambling pipelines
  • UX Flows, UI Design, Programming
  • Adjusting models from Google Poly to fit pipeline
  • Social Media, Storefont Management
TIMEFRAME:
  • 2 months from March - May 2020

Loot Box Simulator

Release Trailer

A variety of nicely customized loot boxes

A satirical look at the 2017 trajectory of the game industry

  • Open loot boxes, collect loot, equip cosmetics, face off against the dark lord, watch ads, take surveys, and slowly succumb to addiction.
  • One of my undergrad senior projects. Made in a group of five.
  • Built in Unity (C#) Twitter. Website.
MY ROLE: Programmer and Producer
  • Coded Model and Accessory pipelines
  • Coded save system
  • Ran meetings and handled social media
TIMEFRAME:
  • 7 months from December 2017 - June 2018
  • 3 months of updates and patches June-August 2018

StumpJumper

Gameplay of Level 2

Beginning of the first cutscene

Made for Specialized's relaunch of their Stumpjumper bicycle

  • A browser-based Excite Bike inspired game playable with either keyboard or touch
  • Do sick tricks to get more RAD!
  • Contract work in a team of five.
  • Built in Phaser (Javascript). Play in browser now!
MY ROLE: Programmer
  • Coded dialogue system
  • Implemented touch and swipe input
  • Coded trick system in early prototype
TIMEFRAME:
  • 6 months from February-July 2018