Improv Night is a QTE-based minigame made in Unity and developed in collaboration with Jasper Hahn over the course of 72 hours for Global Game Jam 2024, centered around the theme "make me laugh".
I designed and implemented the gameplay, which centers around hitting the space bar in response to a QTE prompted by an audience member in order to quip back with a (meme-inspired) joke, as well as handled sound design, which was intended to mimic the jazzy feel of a comedy club. Improv Night was awarded "MOST HONKTASTIC" game at the Pratt Game Arts 2024 Global Game Jam site.
The Stars Between is a narrative fishing game made in Unity over the course of a month in collaboration with Iwo Kmiecik, Kisa Rodriguez, and Tea Maxwell.
I designed and implemented the gameplay and handled Ink integration for the dialogue. The direction of the lure's cast is determined based off of the position of the mouse, and fish are attracted to and follow the lure if they are in range and it is being reeled back in. The fish for each of the five stages are generated as prefabs with scriptable objects containing their relevant fish information (type of fish, size, and color) assigned to them based on an array at instantiation, and the types of fish caught are saved for cooking later.
The water controller is a prototype game controller I made and programmed using the Arduino IDE over the course of about two weeks (please note that I did not make the game shown in the video, just the controller!).
I designed and programmed the controller, which has two inputs linked to water-detecting sensors that register inputs when water is detected above a certain threshold (calibrated depending on the viscosity of the water). It then pauses for .3 seconds before registering further inputs to avoid continuously registering inputs while "tapping" the water. The controller was designed to introduce a greater sense of physicality and humor into the playing of rhythm games, for which precision and timeliness tend to be the most important factors in gameplay.
I am designing and programming this work-in-progress card game, which is currently being built out in Unity as a potential expansion to another game I've worked on, Solanum, and is respectively based on its framework (and shares its card UI).
The goal of play is to play a card with an element that beats the opponent's, and then ideally to combo on top of that card via sword cards. This raises the opponent's stress, which can be lowered via playing healing or status cards. The player's hand is generated and refilled from a shuffled array of 20 cards (their deck). At the end of a match, they are given a card, which can be placed into their deck by swapping it out for an existing card. This deck modification carries through the rest of the game. Overworld movement utilizes the A* pathfinding algorithm.