Gameplay Developer · Technical Designer

Independent Work

These projects show the work I’ve pursued outside my day job: original games, live multiplayer systems, technical prototypes, and current engine experiments. They help show where my broader indie development interests are headed.

Turbo Drop 2048

Stuff

Lots of stuff cool game I copied a game I liked and made it way better and without cheats and with a custom backend leaderboard using PlayFab that wouldn’t be tied to either major operating system’s game profile integration so friends could see scores across the OSs.

Wordle Clone + Hasher

Unity + Prototype + Mobile

I wanted to get good at worlde, but was let down because I could only practice one game a day. So I made my own clone of Worlde where I could play as many times as I wanted in one day! I also made a custom same size hashing algorithm that hashed only to letters so that players could share a has with their friend, as well as the famous emoji square grid of how well they did, so people could still play as many random games as they wanted against each other without waiting for the refresh every day.

VR Endless Runner

Unity + Prototype + Motion Controls

When I first got a VR headset, I was let down by there being no good running games that actually made you run in place using motion controls. That gave birth to this prototype, where you have to run in place, physically jump, and physically move side to side in order to change lanes. This featured a rudimentary endless level generator that always ensured there was a safe lane to take and spread obstacles out by reasonable distances.

VR Portal Locomotion

Unity + Prototype

Since no Portal-like games existed for VR, I wanted to try my hand at making one myself. I hacked this project together using several free Unity VR projects I found online, including: a VR player controller, a VR stereoscopic render texture demo, and a basic 3D portal teleportation demo. My goal was to support seamless locomotion through portals using joystick controls as well as adding dynamic reorientation to the player rig’s local up vector after travelling between portals of differing surface tilts.

Public Minecraft Server

Creativity + Success + Administration

I made a public Minecraft server that run on the latest experimental snapshots that came out every week during Mojang’s development of the 1.9 Combat Update. I implemented all new combat features and fixed all bugs as new snapshots came out every week, and garnered a lot of engaged players. At its peak, it would average 50-100 players online during the day, and in its lifetime it had 46,000 unique players try out the server.

Slime Drop 2048

Godot · Mobile · Headless Simulation

This game is a successor to my published app, Turbo Drop 2048. I want to make it a lot better and add more things and make it have headless simulation for more granular control instead of being unnecessarily stuck in Unity’s physics engine for a game that should be deterministic.