I Wanna Go Home is a Global Game Jam 2019 game that I helped design and led development on.
Global Game Jam 2019 - NYU Game Center (Brooklyn Site)
Winner - Best Overall Game, Best Audio
Nominated - Best Narrative, Best Visuals, Best Game Design
I Wanna Go Home is a 2D narrative game about attending a high school party as the “new kid in town”, and working up the confidence to talk to a dozen party goers, and, hopefully, not be the “new kid” anymore.
The primary mechanic in I Wanna Go Home revolves around the gaining and losing of confidence. By being honest, you can make new friends and gain confidence. But like in real life sometimes you say the wrong thing without realizing it and that social snafu leads to you losing confidence. Some characters will be pretty intimidating, so you’ll need a lot of confidence to speak with them.
If making new friends is proving difficult, you can try drinking to boost your confidence. However, drinking makes it harder to communicate by scrambling your dialogue choices. If you drink too much you won’t have any idea of what you’re trying to say until you’ve already said it.
Having enough confidence allows you to talk to more and more intimidating members of the party, until you finally have enough confidence to talk to Ivy, your school crush.
Vivarium is an adventure game in development about a character who wakes up inside a giant terrarium.
Vivarium is a solo-developed game, meaning that all the work, including the 2D painted backgrounds, the 3D animated character, and the coding is done by me.
A Signal in Snowfall is a Global Game Jam 2018 game that designed and led development on.
Global Game Jam 2018 - NYU Game Center (Brooklyn Site)
Winner - Best Visuals
Nominated - Best Audio
A Signal in Snowfall is a 2D narrative game about a teenager trying to find cell service in a harsh blizzard to continue an important text conversation.
A Signal in Snowfall trailer
Twenty Second Tower
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.