To me, Game Design is an art form unlike any other. It exists as a medium for an intimate interaction between designer and player. If games are meant to be experiences, it is my job to shape every aspect of that experience by hand.
As a Game Designer, it is really important to me to have control over the moment-to-moment gameplay that I am designing. Scripting as a designer allows me to understand and manage the granular details of the intended player experience.
Brew Balls is a game I made solo as part of the SGDA Fall '22 "Pick Your Poison" game jam. This submission won "Best Audio" as well as "Best Overall" in the competition.
Please take a moment to look at my Post Mortem write-up below, and play the game here.
In this video, I showcase a boss fight scene I made using the Unity Engine and C# scripting. In this project, I pay special attention to the game's pacing and the phases of the battle.
*Everything aside from the Music was made by me.
Song: Tropic Birds - Masayoshi Takanaka
In this video, I break down the above tank project in-engine. I discuss programming patterns and the implementation of my reactive character portraits and evolving music
In this video, I review how I recreated the Advanced Movement from Titanfall using the Unity Engine and C# scripting. You can also read my write-up below.
In this video, I showcase an FPS prototype I made in Unity. I thought it would be fun to play with the idea of a gun made out of an old monitor that fired data beams out of floppy disk magazines. CAST RAY TRANSMITTER was a C# scripting homework assignment taken too far as I dove into 3D modeling, texturing, music composition, Unity Navmesh, and importing render pipelines.
*Everything aside from the Link to the Past sound effects and the Haunted PS1 Render Pipeline was made by me.