software developer & game designer
Hello!
I am a programmer, designer, and game developer, working to craft experiences that will make people laugh, learn, and grow while pushing the boundaries of what interactive media has to offer.
Check out my work below.
Top-down shooter with polished mechanics and a host of other features, designed and programmed on the Nintendo Switch.
A 2D puzzle game inspired by the 3D version and developed in the PuzzleScript engine.
An adventure RPG with a wide variety of gameplay ideas and features.
A calculator for a store's checkout line that considers special deals and sales.
A collection of short minigames, designed and programmed on the Nintendo DS.
I love games with a passion, and I want them to be the best that they can be, more than just a pastime. These are a few guiding principles that I will be keeping in mind for my future endeavors.
As such, I will continue to learn from new avenues of knowledge and improve my technical skills in order to drive my own contributions to game design and technology innovation. I will also encourage more people to be excited for and to actively seek out new experiences that attempt to fill this space.
Games provide sights and wonders and exciting moments that are unique every time they are played. These experiences provide a variety of emotions that their participants, whether player or spectator, can amplify through thoughtful discussion, camaraderie, or even fierce competition. Open criticism and deeper exploration of games can improve the medium in terms of quality and variety, so that is something I wish to encourage. Sharing my own games is also something that I find deeply rewarding.
It is important to remember why we play games and what they give us. Fun is easily one potential reason, but intrigue, wonderment, learning, and personal satisfaction are a few others. I hope to craft experiences myself that people will find both engaging and inspirational, which can perhaps give them a new perspective on their own lives or have them think in some new and interesting way.
Ultimate Flying Object Arena
Charge up, dash, and BLAST your way through this fast-paced top-down shooter to conquer The Arena and become the Ultimate Flying Object! U.F.O. Arena is a short arcade-style game, created with the Game Builder Garage (GBG) software on the Nintendo Switch. GBG is a potent tool for creating small games, and it can also be used to download a wide variety of games from the community. Programming U.F.O. Arena from scratch in GBG involved using the software's own visual "Nodon" programming language. You can think of each Nodon as a "function box" with input/output ports. Then, wire connections can be made between Nodon to send and receive signals or game data. I picked up on the language and unique programming methodology of GBG in a short timespan following its release. I also overcame a few of the engine's quirks and limitations while keeping as true to my original design as possible. Most of what I learned about the engine (such as how to use a particular type of Nodon) I learned simply by reading the comprehensive documentation manual included in the software. I was surprised to see that this documentation was structured quite similarly to that of more traditional programming languages (e.g. C++). For some more nuanced knowledge tidbits, I asked other members of the community. A single GBG game is limited to using only 512 Nodon and 1,024 connections in its programming. I worked hard to push the GBG engine to its limits and to optimize my implementation to meet this restriction while also meeting my own criteria for the design, including everything from mechanics and power-ups to enemy behaviors and visual feedback. I completed U.F.O. Arena with 512/512 Nodon and 861/1024 connections used. I don't take credit for the built-in assets of the software (e.g. character models, particle effects, music, sound effects), but I did take special care to implement and manipulate them where appropriate and to best complement the design of the game! (I did also draw custom textures for a few primitive objects.) Check out the game's trailer here and download the game yourself if you're interested in trying it! (Game Builder Garage software required.) Or, watch a full playthrough of the game here to get a better sense of the gameplay.