A collection of some of my better projects developed during my time at the DigiPen Institute of Technology.
To see some of the lessons I've taken from running, designing, and playing traditional tabletop RPGs, click here:
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Pathogen
Pathogen was a story about fighting through the depths of your computer to defeat an evil AI attempting to destroy the world. Or at least, attempting to not be killed by you. You battle your way through minions and firewalls in order to face down the AI in a cataclysmic battle royale.
Primarily this game was designed around fighting a single boss battle, with little other content. However, over the course of development it became clear that I needed to educate the player through legitimate play, rather than a brief tutorial.
Primarily this game was designed around fighting a single boss battle, with little other content. However, over the course of development it became clear that I needed to educate the player through legitimate play, rather than a brief tutorial.
Snow Fall
Snow Fall is a game about falling. However, due to the capricious nature of gravity, "falling" can take you nearly anywhere. Navigate through nine puzzles and master the art of, as Douglas Adams put it, "missing the ground."
I wanted to make a game with very few mechanics that could be used to create a huge amount of content. While I wouldn't consider Snow Fall to have nearly as much content as it COULD have, it was an enlightening and exciting experiment.
I wanted to make a game with very few mechanics that could be used to create a huge amount of content. While I wouldn't consider Snow Fall to have nearly as much content as it COULD have, it was an enlightening and exciting experiment.
Land War
In Land War, you hurl your constantly regenerating forces against your opponent, slowly building up resources and terrain control, eventually constructing weapons strong enough to wipe your enemy off the face of the world.
I am a lover of strategy games, and I have always been bothered by the agency lost when a random element is introduced. The combat in Land War is resolved using random die rolls, however I successfully created a system where the result of a given combat--win or lose--is equally balanced. In the end, the game had room to grow, but I'm proud of what I was able to make.
I am a lover of strategy games, and I have always been bothered by the agency lost when a random element is introduced. The combat in Land War is resolved using random die rolls, however I successfully created a system where the result of a given combat--win or lose--is equally balanced. In the end, the game had room to grow, but I'm proud of what I was able to make.