Adeona (2017 - Current)
Adeona is a 2D action role-playing game I am currently directing/developing with a team. The game pays homage to the 16 bit era while telling a story of tribalism, corruption, and ignorance in a primitive world. In the game, you play as Amber, a young orphan, who's on a quest to rescue her brother from the Gods of the land. Along the way, she discovers more about the tribes she visits, the monsters she fights, the world she lives in, and the person she becomes.
The game has been in development for since January 2017. It has been the hardest game project I've taken on to date, but it's also been the most rewarding. I have thoroughly learned the Unity engine from the challenge of creating a complex game as Adeona. It's also expanding my ability for programming, as I have learned how to hone my code structure with inheritance and interface implementation, take on new challenges like implementing complex algorithms like Heap Optimization with Pathfinding and Threading, and bring life to a world by creating state machines for AI. If you'd like to play an alpha of the game you can check out our itch.io or if you'd like to learn more you can simply explore our home page.
The trailer for Adeona
Fresno Nightwalker Fan Game (2020)
Fresno Nightwalker Fan Game was created while working with a team of people I met previously with "Non Player Crafter". We participated in the Mini Jam 65 had 72 hours to make a game and we decided to make a search and rescue game with some horror elements. In the game, you play as a gnome with a flashlight and limited batteries. You have to find and rescue your other gnome friends before the cryptids that surround you kill them. This game was a fun an interesting challenge, we tried to incorporate procedurally generated mazes for the game and I learned how to rapidly prototype 3rd person controllers for the player. The game ran up to the wire and we were barely able to submit with a "completed" project. I learned a lot about scope and time management along with procedural generation and 3rd person controllers through this game. If you'd like to play the game you can download it on the itch.io page here.
Final product of the game made within 72 hours.
Test screenshot of procedural map generation of maze.
Screenshot of what the map generation originally looked like when we were first starting.
Final product of the game made within 72 hours.
Screenshots during development of Fresno Nightwalker Fan Game
Godly Heritage Quiz (2020)
I created this game as a small side project to play with the concept of personality quizzes. I found a lot of personality quizzes allowed you to "lean" your answers in order to get a certain outcome, and I wanted to make a quiz where you couldn't tell where each answer would get you. This, in term, would make the quiz more about your choices/personality and less about your preferences or perspective about yourself. I also had a growing fondness for Greek mythology so I made the game based on determining your "Godly Parent" if you were a demigod in a Greek society. Building the game taught me a lot on how to construct a code base that can be adaptable and allow for rapidly changing questions and results with the use of scriptable objects and enums. If you'd like to play the game in browser you can find it here.
Screenshots taken from Godly Heritage Quiz
Non Player Crafter (2020)
Non Player Crafter created while working with a team of people I met at the Global Game Jam 2020. We had 48 hours to make a game and we decided to try and make a Wario-Ware style mini game collection. We decided we wanted to put the player in the perspective of an NPC shop owner as he had to repair weapons, enchantments, and shields for the adventurers coming in. I enjoyed making this game as it taught me how to work with other developers on a team and how we were able to rely on each other to solve problems we may get stuck on. If you'd like to play the game you can download it on the itch.io page here.
Screenshots taken from Non Player Crafter
Auster was the product of my second game jam. I participated in the Mini Jam 30 + GBStudio where I had 72 hours to make a game. I teamed up with a sound designer, Thomas Dimitri and got to work. I aimed to make a simplistic game that would be a little more complex than my previous Game Jam Entry. I decided to make a 2 player dueling game that took elements of "Joust" and "Rock, Paper, Scissors". The theme for the game jam was "Gameboy" and the limitation was that I had to have a character select so I made the game about 2 elemental clouds fighting by switching colors and made you capable of choose from 3 different clouds. I really enjoyed making this game as it taught me how to work make a side scroller character , controller, make a web playable game, and a character select. If you'd like to play the game against a friend you can on the itch.io page here.
A Screenshot taken from Auster
Rainy Day Duel (2019)
Rainy Day Duel was the product of my first game jam. I participated in the Global Game Jam 2019 at the USC Location where we had 48 hours to make a game. I teamed up with a close artist friend, Katrina Kim, and two sound designers, Thomas Dimitri and Seth Francis. With the short timespan (and it being my first game jam) I wanted to make a simple game that I could fully develop and call complete. I decided to make a 2 player dueling game where your reaction time had to be faster than your opponents. The theme for the game jam was "Home" so I made the game about 2 kids fighting with brooms on a rainy day as they can't find anything better to do. I really enjoyed making this game as it taught me how to work efficiently and quickly, but also incorporate all the programming patterns I've learned over the past 3 years to make a game. If you'd like to play the game against a friend you can download it on the itch.io page here.
A Screenshot taken from Rainy Day Duel
Edesia Game (2016)
Edesia was a project intended to learn and practice new skills within Unity and C#. I wanted to see if I could recreate the game of PacMan within a 4 month time period. This time constraint would keep me pushing to complete a game, but also allow me enough time to learn and add new features. Within those four months I learned new ways to code player programming structures (View, Input, Control Model) and implemented small features like a pause menu and animation controllers. But the most complex thing I implemented was an complex algorithm called A* Pathfinding which would help guide the ghosts to follow PacMan. This took a lot of debugging and trial and error, but after a while I was able to implement this into the game. If you'd like to play the game, you can download the file here.
A Screenshot taken from Edesia
Terminus Game (2016)
Terminus was a project intended to familiarize myself within Unity and C#. I wanted to see if I could recreate the game of Breakout and learn about the physics within the engine. Terminus was a relatively short project that took about 3 weeks to make, during those weeks I learned how to create a game manager to handle the game, spawn new objects, and code with Unity's Vector based physics engine. If you'd like to play the game, you can download the file here.
A Screenshot taken from Terminus
Janus Game (2016)
Janus was a project intended to familiarize myself within Unity 2D side and expand my abilities in C#. I wanted to see if I could recreate the game of Tetris and learn about the physics within the engine. Terminus was a relatively short project that took about 1 weeks to make, during that week I learned how to create an input script for the player, create levels and progress the game, and create an end to the game. If you'd like to play the game, you can download the file here.
A Screenshot taken from Janus
Mt. Tharros Game (2015)
Mt. Tharros was my first project within Unity and I wanted to familiarize myself with what the engine was capable of. I wanted to see if I could create a game adaption of Plato's "Courage". Mt. Tharros took about two months and helped me to really understand the Unity Engine. Within the game, I learned how to script in C# code, how to add in sound and music, how to create UI, and how to implement my own 3D Models. If you'd like to play the game, you can download the file here.
A Screenshot taken from Mt. Tharros
Instructions for Downloading and Playing Games
In the text below, I include drop box or itch.io links to different games I have completed. Downloading these files will allow you to play these games on Mac or PC. In order to player them, make sure to:
- Unzip and Extract the file download
- Enter the folder labeled Mac or PC based on your OS
- Double Click the .App or .Exe
- Enjoy the game! Controls will either be WASD or the Keyboard Arrows
You can also visit my portfolio of games on itch.io for a direct download site.