Cognition is a one touch mobile game with an unique movement mechanic where two gears travel together through dangerous mazes. The game uses an intuitive one tap control, providing the enjoyability of high frequency interaction with a more relaxed pace than traditional hyper-casual games.
Cognition began as my NYU Game Center thesis project, in collaboration with four other students. I worked as a game designer and programmer, where I wrote gameplay, UI and animation code, managed weekly code reviews and ran the version control system. I also designed an original plugin to share data between Unity and a companion iOS10 messages app, unlocking new stickers as players collect items in the game.
It was published to the App Store in 2016, sold over 1000 units, but is currently unavailable due to changing app store guidelines.
Inspired by rogue-like strategy games, Spelling Bees is a twist on the classic word search format. The first prototype of spelling bees was made in 6 weeks as a solo project in 2014. Several months later, I revisited the project, rewrote the codebase and worked with and artist to create a finished version. Spelling Bees was made in Unity using C#.
Drag across the tiles to spell words to move around the board. Bees block letters and move toward you, so you must be strategic by ending words on the right letters. End long words near the bees to clear them off the board and score points. Higher scores lead to level ups, which gives you super powers. Combine powers to find the perfect build and get a high score in this word game-roguelike hybrid!
Unfortunately the game is currently unavailable due to app store policy changes.
Acro is a gesture-based iOS game inspired by Cirque du Soleil and designed with ergonomic fidelity in mind. Players combine swipes and gestures to guide an acrobat through various jumps, flips, poses and landings.
Ice Cream Saloon allows players to run an ice cream shop, buying flavors and cones and setting prices to make as much money as they can. Customers have varying preferences, and different daily events affect their turnout and demand for ice cream. It was made in Unity, as a contract for MommyDaddyMe.com, a social website for kids and parents.
Guide a caterpillar through a dangerous forest by dropping rocks and leaves to change it's path. Rocks can cover gaps, or block a path to turn the caterpillar around. Leaves will bounce it in the air. The caterpillar crawls forward automatically, so it's up to you to change the environment to protect it from predators and help it reach it's goal.
Caterpillars was made in Phaser and written in JavaScript. It was a solo project made in two weeks, and was the first digital game I made at the NYU Game Center.
Master the paradox looper to escape from a doomed soviet space shuttle!
Soyuz was made in 12 weeks with a three person team for a studio class at the NYU Game Center. I served as the lead programmer, and as a game designer. The game features a unique replay engine, that stores all player inputs across the course of the game to create cloned versions of the players previous actions. The Soyuz Paradox is made with Unity and written in C#.
The Soyuz Paradox is a retro-styled sci-fi time-travel spoof wrapped inside of an action puzzle game. Use thirty second time loops to navigate around a space shuttle and restore power to its sectors. With only thirty seconds until the ship crashes, you must work in harmony with your past actions to create a path to the escape pod. But be sure not to crash into yourself, as this will create a paradox and send you hurtling back in space time.
Themed on Iron Chef and molecular gastronomy, Gastro Chef is a worker placement-style board game.
Gastro Chef was designed with a five person team in four weeks as a final project for my first Game Design class at the NYU Game Center. Gastro Chef was selected to show at Indiecade East in February, 2015.
Players scoring by gathering raw ingredients, and then slicing, combining and plating them in the a pre-assigned formation to fill their recipes. Rotating judges with specific food preferences provide variability between games. A "kitchen chemistry" upgrade system allows players to try different strategies.
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Pocket Presence is a game made in a week for Bennet Foddy's prototyping class at the NYU Gamecenter. It's inspired by an old Madden minigame of the same name.
Dr*Ke is a game using the A* pathfinding algorithm. The blue Drake can go through fire but the pink one can't. By changing the terrain, the algorithm will recalculate the movement time to reach the car and find the most favorable path based on their different heuristics.