Conquering Ciros is an action rogue-lite where you place your crystals into a cluster that makes up your player
character. Slay whatever gets in your way with your crystals' automatic abilities.
As you gain more crystals their attacks with begin to synergise leading to epic moments!
I am the lead programmer of a group of five programmers not including myself, acting as the go between for narrative, art, and
sound teams. I am also the producer in charge of keeping our game on track to be released by graduation.
The programming I have done for this game has been mostly system design. The systems that I have designed for this game are as follows
Territorial Domination is a Real Time Stategy game that I worked on as my final
project of Production 1 at IU (MSCH-G300).
The assignment was to take a tutorial and make three major changes to it. For my project
I took the tutorial
Building a Camera Controller for a Strategy Game
created by Game Dev Guide.
I made four main changes to my original tutorial:
If you would like to download the project and learn more about how the mechanics work, you can download it at my Bitbucket repository.
John Lemon's Puzzle Adventure is a first-person shooter puzzle game, taking inspiration from Portal. This project was
assigned midway through Production 1 at IU (MSCH-G300).
The assignment was to take the Unity tutorial
John Lemon's Haunted Jaunt that we had finished earlier in the semester and make three significant modifications to it.
I made four significant changes to the original John Lemon tutorial:
If you would like to download the project and learn more about how the mechanics work, you can download it at my Bitbucket repository.
Purrrrgatory is a Foddian type game that relies heavily on narrative. This project was completed in Intro to Game Technology
at IU (MSCH-C220).
For this assignment I worked in a group of four people to meet the theme of the game jam, Death.
The answer that we came up with to satisfy the theme was exploring the nine lives of a cat as it ascends
towards cat heaven. As the player jumps from platform to platform they are forced into interactions through
the linear level design.
Throughout the project I became very familiar with git version control. Each person in the team had a branch they were working
on and would push their branch to main whenever they finished a section they were working on. I specifically learned a lot about how to
deal with merge conflicts between different team members.
If you would like to download the project you can find it at this
repository.
You are also able to play a web version of the game on my
Itch.io.
If you want to check out more projects visit my itch.io page