Gameplay footage from a game I created entirely solo (design, animation, coding, etc.), save for the music. In Twenty Second Tower, you have only 20 seconds on every floor of the tower to escape before it collapses!
Ultraviolent Shopping was created in a game jam scenario from a randomly generated prompt (my partner and I received the title “Ultraviolent Shopping in the Middle East” - we did our best to subvert the prompt to avoid coming off as ridiculously stereotypical). The game sees two tourists smacking around expensive products in exotic shopping locations around the world (here, in the Dubai Mall). Each tourist comes with $10,000 in his or her wallet, and whomever loses the round must buy the product. The player that goes broke first loses!
I designed the game, created all the visual assets and animation, and worked on additional coding.
A social game for two players that I designed, programmed, and animated. Love Tester simulates a speed date with two avatar characters meeting for the first time. The game plays like a dating sim using an archetypal video game dialog system - each player takes turns engaging in the date as their designated character by picking from a list of four possible dialog options within a limited amount of time. Depending on what dialog choices the players make, certain “personality” stats are allocated to them that inform the game of what type of phrases the random selection code should favor when doling out options. For example, a player who selects a polite phrase will be attributed a politeness stat, and will be more likely to be rolled out polite dialog choices to choose from. A rude player will have the opposite.
Love Tester is a game that seeks to spark conversation and in interaction between people, particularly in with players who know little or nothing about one another. A limited set of conversation options also serves to help narrow down choices to get the conversation going, alleviating some of the difficulty in getting started meeting someone. Turns run on a short timer to encourage players to make more honest, split-second decisions by their gut reactions - simulating a real speed date. The avatar characters that the players ostensibly role-play and project onto can help build a safe distance to have a conversation with opportunity for both playfulness and earnest.
Waive Goodbye is a Global Game Jam 2017 game that I led development on (the year's theme was "waves").
In the game, the player receives an endless stream of procedurally generated waivers. In order to win points and chase high scores, the player has to sign as many waivers as possible in a limited amount of time. However, the player must be careful to read - or at least skim - what they're agreeing to in signing the waivers. Some waivers will cause players to lose their rights to several things, such as time (the remaining seconds will lower), quiet (music will blare for the remainder of their play session), or visibility (a cat will come and sit on your papers).