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.
A physics game about running over (proper, feathered) ragdoll velociraptors. It has an extensive Tony Hawk-like additive combo system which contributes to its depth and longevity. I worked as part of the Flashbang Studios team to build the game.
Originally published a browser game with online high score table.
A riff on Diner Dash games featuring an ‘active ragdoll’ main character built by Adam Mechtley. You play as an entrepreneurial Minotaur whose dream is to own and operate a china shop. Things don’t go well.
I worked as part of the Flashbang Studios team to build the game.