The Jam Factory is an upcoming horror/puzzle game being developed by a studio of the same name. Over the course of development I've played an active role in game design in addition to developing systems and gameplay mechanics. As lead programmer I'm responsible for planning the implementation of every mechanic and idea, from small scale events and jump-scares to entire room managers and broader sequences. As a senior member of the development team this project has taught me valuable leadership skills working with junior developers with varying areas and levels of expertise, helping them reach their full potential in the game development space. I'm excited to share more about The Jam Factory in the months to come as we prepare for release.
Spar Kart is an upcoming racing-fighting game being developed by MosoPlay Games. As the Game Modes Programmer I've implemented the placement tracking systems and scalable victory conditions. I familiarized myself with dot product calculations to implement a stable checkpoint tracking system and used proximity checks between players so that players can tie and play a tiebreaker sequence. Another role I took on for this project was map designer. In this role I designed, created, and implemented numerous racetracks in game, quickly learning how to make 3D assets from scratch in Blender. This gave me valuable insight into map design as I was constantly iterating on these maps, improving my modelling and design skills every time. You can follow development of Spar Kart on the MosoPlay Games website.
Dead On Arrival was my fourth year capstone project. It's a spooky-but-silly kart racer developed in Unity where you play as a food delivery driver and have to make the most money delivering orders across the map. In my role as Lead Programmer I oversaw technical development, delegated tasks, and spearheaded technical documentation and processes. In addition to managerial tasks, I developed the systems for audio, player respawn, and the in-game economy of orders. I brought this game to the Level Up Showcase with my team and we took home 1st Place in Player's Choice. The entire development experience was a wonderful closing chapter to my time in post-secondary. You can find the itch.io page for the Dead on Arrival here.
Calico Cat-fe was my third year capstone project. The game is an Overcooked-style restaurant-sim where 2 players take on server and barista roles to run a cat cafe. I developed the customer AI which included a customer mood system that varies based on environmental factors and customer navigation using Unity's NavMesh system. Along with the customer AI, I developed minigames the player would play as they took orders, made coffee, and bussed tables. These minigames were added relatively late into development, but I can't overstate how integral they became to the gameplay loop. This was the first game I brought to the Level Up Showcase, and it placed 2nd in Player's Choice. It was a great honour to win an award at my first showcase, and made hungry for first the following year. You can find the itch.io page for Calico Cat-fe here.