Helskate is a skateboarding action roguelite. Grind, perform tricks, and chain combos to power up your attacks to slay the monsters of Vertheim. Combine unique weapons and gear to suit your playstyle as you fight, die, and upgrade your abilities to come back to this labyrinth over and over again!
Helskate is based on an original concept by me. I directed the game, led the team, co-coded and tuned the character, designed and tuned the core systems, designed and built all the UX, directed all the VO (over 40 sessions), built all the cutscenes, did lighting and level design, and generally had my hands in everything and worked with everyone.
“Havocado is 4-player ragdoll physics based fighting, with guns, crazy vehicles, weird creatures and more, where mistakes have real consequences.”
Havocado was designed working closely with Youtuber Kwebblekop to be streaming friendly. Havocado videos on Youtube have over half a billion views since it was launched.
Built in around 9 months from scratch. I directed the game based on a design by Kwebblekop. I created and tuned the player character, did the system/round design, designed and built all the weapons and powerups, and built all the levels and bosses / creatures.
SCALE is a first person puzzle game about shrinking and growing objects. The unique resizing mechanic explores what size means to us in our everyday world, and lets us play with it. Players will see the world around them differently, paying more attention to the scale of objects and what that means about how we treat them.
A short experimental game exploring different kinds of input, the existential ennui of a tutorial character, and a ball named Janice.
Published in 2007, Game Feel: a Game Designer’s Guide to Virtual Sensation has become an industry standard text and is widely used in universities and studios.
On Tony Hawk’s Underground, each designer was responsible for one level, from concept through to shippable bug-free version. I designed and built the New Jersey level, including level design and layout, scripting of goals, placement of all collectibles and bonus items, writing of dialog, and implementation of game flow. We did a lot of iterative testing, focused on providing different kinds of enjoyment for the wide variety of Tony Hawk player types. Special lines for the Scoreheads, lots of hidden things for the Collectors, and simple realistic bench setups for the True Skaters.
I helped with goal scripting and bug fixing for the Vancouver and Hawaii levels, and worked with the tools team to develop a new scripting language for use by the design team.
Erin made an amazing, beautiful, haunting game. I helped out by making the hair trail effect.
I used video of long hair moving under water as the inspiration. I think it turned out well!
A deckbuilding roguelike prototype I made as a short two week break from SCALE development. Not super polished, but lots of fun and interesting design challenges to play with.