Suspect (Apr. 2023) - In Development
With this project I've had great success with networking, level design, lighting, and first person mechanics. Networked objects are properly synced through Mirror and Steam and there's text & voice chat too. Levels are easy to make because I studied source maps to figure out the best methods for designing and lighting interiors. Also I'm using a proper first person overlay camera for weapons and even added dynamic sway synced to camera movement/rotation.
Badlands (Feb. 2023) - In Development
With Badlands I had a chance to revisit procedural level generation while also focusing on actual game design and how to structure systems that motivate players to do certain things. Repeated runs are entertaining because each time you go to a new station your goals may be different as well as the conditions of the level. I made a lot of progress on the UI system I use too.
Montbre (Mar. 2022)
Montbre has been a huge learning experience for me. Sound design, animations, complex systems like the custom AI have kept me busy by forcing me to constantly improve on what I've done in the past. The map has been reworked multiple times and so has the gunplay.
The Amazing Mail Game (Dec. 2020)
The Amazing Mail Game is the result of me moving quickly and breaking things. I took on the idea of networked multiplayer along with a dozen other things added through feature creep. This project has not been finished and I'm not sure if it will ever be released in a polished state.
Kosmos (Jul. 2020)
This game focused on quantity to make the gameplay fun. It had a two stage approach to gameplay where there was a map view and then a combat view and I really liked how much that added to the experience.
Little Story (Jun. 2020)
I really liked how cohesive the map and art style was in this game but it really lacked gameplay. It was story focused and that was something I discovered was my weak spot.