Commercial Catalog

Here is every commercially released product I contributed to or led on during my time at Dotzip Developments, complete with overviews and details of my specific contributions.

Lucky’s Minigame Mayhem

Contributor · 18-person team

Free product made in collaboration with Microsoft. This project was a collection of 15 themed minigames. I developed 3 distinct minigames under a tight deadline, each with their own design & development challenges. I worked with artists, level designers, and playtesters to orchestrate 5 unique environments for each of my games.
Free product made in collaboration with Microsoft. This project was a collection of 15 themed minigames. I developed 3 distinct minigames under a tight deadline, each with their own design & development challenges.

Check out the case study →

4.6

(96491)

Cursed Dragons

Contributor · 16-person team

This project consisted of 16 themed floating islands, each with a unique cursed dragon to be discovered. I contributed multiple mounted dragon behaviors and boss fight behaviors to it. They even allowed me to try my hand at adding some animations to one of the bosses, which eventually made it into the final product.

4.7

(1673)

ULTRA Mob Totems

Project Lead · 1 primary developer + 1 primary artist

This was the first project I led for Dotzip Developments. They asked me to design 75 simple yet fun abilities for new totem items to have, one for each mob in the game. After I had them written up, I had one month to develop them all by myself. To accomplish this within the timeframe, I had to carefully plan which abilities would be unique and flashy, average, or duplicates of each other with small changes.

4.7

(1735)

Alien Abduction

Contributor · 10-person team

This product allowed players to descend into various levels as a stealthy alien attempting to locate creatures for abduction by the mothership. I contributed a dynamic mothership pathfinding system that sequenced it appearing, flying overhead the target, and then flying away. I also contributed a rudimentary level-instancing system that allowed for subareas within the minecraft world to get properly set up and cleaned up before and after each level.

4.4

(195)

Craftee’s MC But…

Contributor · 16-person team

This project involved an NPC named Craftee tasking the player with doing random quests in a survival world, all while he made quirky changes to normal gameplay. For this project, I contributed several gadget items Craftee gave to the player as rewards. Those items included two cool magnets: one that you could point at cave walls and have it suck out ores, and another that could be mounted on a block to pull mobs to it in a large sphere radius.

4.7

(2732)

Enderman Morph

Project Lead · 16-person team

This was the second project I led for Dotzip Developments. Management wanted to make a fresh game loop around 16 existing character models, complete with animations. I was responsible for outlining a new project idea that incorporated the existing assets, creating a framework for it, then leading a team of developers, artists, and level designers to make it happen. Additionally, I contributed an extensive tutorial/introduction sequence and several character abilities to the project.
Management wanted to make a fresh game loop around 16 existing character models. I was responsible for outlining a new project idea that incorporated the existing assets, creating a framework for it, then leading a team of developers, artists, and level designers to make it happen.

4.8

(5087)

Craftee Weapons

Contributor · 12-person team

For this project, the dev team had to create mechanics for a number of zany weapon models/animations. One of the developers on the team made a simple framework we could all plug into to do so. I contributed several weapon mechanics, and added little flourishes to each of mine and ensured they functioned smoothly in combat.

4.8

(3721)

Boss Mob Weapons

Project Lead · 12-person team

This was the third project I led at Dotzip Developments. Management asked us to create an adventure where players received four starter weapons based on the bosses of Minecraft, and they could be upgraded by doing various tasks in-game. The big challenge was making singular weapon models that could visually morph into other forms. To facilitate this challenge, I made a framework and tutorial for the art team to follow to enable seamless animations of one weapon changing forms. I also worked with the development team to steer the direction of four reimagined boss fights, complete with 5 phases each.

4.7

(1074)

Gobs of Mobs [DX]

Project Lead · 10-person team

Management wanted to take a large library of finished creature art assets and create a game loop that simply put them all into the world in some way. I helped sift through the library, pick out assets, and make up abilities for them. Then I worked with the dev team to give the creatures abilities and with the art team to make minimal tweaks to the creature assets where necessary.

4.6

(656)

Dragons Evolve [DX]

Project Lead · 10-person team

Management wanted to take a library of completed dragon models and create a game loop that would utilize them all. From this, I had the idea to formulate element names that suited the dragons for us to assign to each completed asset. Then I architected a system that would allow players to evolve single element dragons into double and triple element ones. This idea took a set of finite assets and turned them into a seemingly limitless sea of possibilities for players, allowing them to create their own unique dragon from whatever elements they desired.

Check out the case study →

4.7

(1005)

Mob School

Project Lead · 8-person team

Management wanted to take a custom adventure created for Minecraft Java Edition & only for the sake of recording a YouTube video (not for the public to play), and wanted me to turn it into a Minecraft Bedrock Edition adventure that would be distributed to real players on the Minecraft Marketplace. To accomplish this, I worked with developers, artists, and level designers to recreate AI behaviors, convert assets, and tweak impossible level design to be completable by real players.

4.6

(491)

Mob Armor [DX]

Contributor · 12-person team

This project created various new sets of armor, each complete with new abilities when worn. There was a loose story involved to encourage the player to collect all the armor sets. I helped setup the main NPC’s sequence introducing you to the project, and the NPC’s sequence at the end of the project that starts a boss fight once you collected every set.

4.6

(283)

Biome Pets Add-On

Project Lead · 15-person team

The company had released a successful product called Biome Pets, and we wanted to make a sequel to it that took advantage of new tech allowing us to put content into any world. I was tasked with leading this project. The entire thing was initially developed as a “Dynamic World”, but then had to be converted to an “Add-On” since that was a newer product type that came out while this sequel was in development. I was responsible for helping outline and then creating a framework for 30 unique pet creatures the player could tame, each with two growth stages and unique powers. I worked closely with the developers to tweak the AI behavior of each pet to feel good in a Minecraft survival scenario.
I outlined and then created a framework for 30 unique pet creatures the player could tame, each with two growth stages and unique powers. I worked closely with the developers to tweak the AI behavior of each pet to feel good in a Minecraft survival scenario.

4.8

(5873)

Biome Weapons [DX]

Contributor · 11-person team

A project that added many new weapons you could craft based on various biomes. I contributed to this project by creating an in-game guide that explained the premise of the adventure, and also served as a compendium to guide players towards weapons they hadn’t crafted yet.

4.6

(1006)

Mob Weapons Add-On

Contributor · 11-person team

This project was bringing the success of a previous Mob Weapons project into Add-On form. I contributed one major system and several weapon behaviors. At the time, Add-Ons didn’t allow us to directly detect interactions with the original game’s creatures, so I designed a seamless system to intercept all interaction events when using one of the add-on’s items. The weapon mechanics I got to work on were also particularly polished and I really enjoyed working on them.

4.8

(7721)

ULTRA Mob Totems [DX]

Project Lead · 4-person team

Management wanted to re-release the first project I led, Ultra Mob Totems, in the new Dynamic World format. This would allow players to play the adventure we created on any random Minecraft world seed, instead of having to use the same one every time. This was a fairly straightforward port, and also included 6 new totems I designed & developed, one for each of the new mobs that had come out since the original’s release.

4.8

(126)

Skibidi Toilet Raids

Contributor · 13-person team

Dotzip Developments had the opportunity to collaborate with Skibidi Toilet, and this is the project that was made together. This project added two new, highly dynamic, NPCs to Minecraft: Toilets and Cameramen. In it, you could initiate raids where you would have to fight off waves of toilet enemies using an army of allied Cameramen. I contributed a complex floating HUD system to communicate the current stats of your Cameraman allies, as well as an over-the-top death sequence when you kill the final raid boss toilet.

4.6

(4112)

Trader Expansion

Project Lead · 10-person team

Management wanted to create a smaller Add-On concept to test the viability of lower scope Add-On products. The vision for the product was to add new variants of the original game’s Wandering Trader to various unique locations around the world. If you could find them, they each had various vanilla items to trade, as well as one custom utility or combat item. I worked closely with one developer to test and polish the new spawning mechanics, and with another team of developers to make the various new item mechanics.

4.3

(98)

Bruce Lee: Dragon Fury

Contributor · 12-person team

This project was an official collaboration with Bruce Lee’s estate. The Add-On brings Bruce Lee into player’s worlds as a companion who helps them fight mobs using various forms of Martial Arts. I mostly helped with overarching things like reviewing feature pull requests, making special in-game tools to facilitate trailer recording, and making a program to automate the creation for redundant images used in the product’s UI.

3.8

(219)

Elite Mobs [DX]

Project Lead · 7-person team

Management wanted to put some cool finished boss models/animations to use that weren’t originally planned to be in a Marketplace product. I helped design a simple game loop around them which involved finding them randomly in the wild, and defeating them to yield a new combat item related to the given boss.

4.6

(138)

Craftee’s Elemental Escape

Project Lead · 12-person team

Management wanted to make a full-fledged adventure map using their YouTuber property, Craftee. I helped outline flow of the whole adventure, which involved going to five elemental themed dungeons on floating islands and getting rune items to help you get Craftee out of a prison. To facilitate consistent coding practices and quick iteration, I developed many systems for the dev team to tap into which helped accelerate dungeon development. I also wrote 80 contextual voice over lines for Craftee to tell you throughout gameplay to help tutorialize everything while playing.

Check out the case study →

4.5

(442)

Enderman Morph Add-On

Project Lead · 11-person team

This Add-On was meant to be an adaption of the successful project I previously led called Enderman Morph. The goal was just to port the items that allowed you to morph into the various new characters and add some nominal new items. Because of the nature of Add-Ons versus dedicated adventure worlds, we had to forego all of the level design and story progression of the original, and I had to outline non-story related means to tutorialize the game loop and procure all the items.

4.8

(400)

Kipper’s Boss Box Add-On

Project Lead · 13-person team

Management wanted to bring Kipper, another one of their YouTuber properties, into the limelight for his first project. The project was meant to use an existing product of theirs, Craftee Companion, as a base for us to make a Kipper Companion of sorts. To achieve this, they gave me a large list of ideas they would like to see in a Kipper Companion product based on his channel, and I was responsible for taking parts out and adding my own parts in to make a functional game loop. What we landed on was Kipper giving you quests, which would in turn let you spawn bosses, and then defeating bosses would give you zany gadgets. I was responsible for choosing all the bosses from a catalog of boss models from Kipper’s channel, outline their AI behaviors, and then I made up all of the reward items. Then I oversaw the dev and art teams as they programmed boss behaviors & made tweaks to the existing boss models and animations.

4.8

(470)