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Most thumbnails are links to playable in the browser versions of the projects!
A paper prototype for a two player dune spice collector themed board game. Harvest spice, draw worms around the board to your advantage. |
Rules |
"The classic 16-bit action puzzle game brought to your playdate in vivid 1-bit color". Completed with Steve Lavietes. See the Announcement Devlog for a write up on how we took the codebase from a genesis/megadrive version of the game to playdate. 06/06/2023 Update: Now available on the Playdate store with a new time attack mode and high score tables! |
Playdate Store |
Announcement Devlog |
Youtube Review by the Playdate Player |
A game built for an episode of a TTRPG campaign I was GMming in the ghostbusters RPG system. A retro-style four player game in which the players collaborate to find the source of a strange signal in 1985 san francisco. |
Post Mortem |
3/14/2021: Rescue Roguelike
A tactical roguelike 7DRL game executed in a week with Ed Luong, Ian Patrick and Morgan McGuire. |
Post Mortem |
Jam Page |
Research Note: Enemy design in Into the Breach's first area |
4/20/2020: Across The Lake
Ludum Dare game jam game for LD46, finished 27th overall and 12th in mood (out of 3576 submissions). Theme was "Keep it Alive". |
Post Mortem |
Source |
Jam Page |
4/7/2020: Pico De Pon
Steve and I returned to Tetris Attack after having worked on a megadrive version, as an homage to the awesome pico8 community. Features music by tesselode and art from a variety of great games from the pico8 community that inspired us! See the pico8 bbs page for the full list of thanks. |
Source |
2/15/2020: Beat the Gobblins
Started as a jam game w/ Ed Luong, features awesome music by Marlena Fecho. |
Post Mortem |
Source |
11/29/2017: Dead Man's Slope
Started while snowed in one winter and ended up with a driving model inspired more by mario kart and some skiing physics. Fun things:
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Source |
Pico8 projects done either in collaboration w/ Steve Lavieties or based on co-developed basecode.
Picotris Attack | Pentomino | Pushback |
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12/21/2015 | 2/12/2017 | 5/7/2017 |
Based on Tetris Attack, first shipped project in pico8. | Done right before GDC in 2017 | Quick grid based game about sliding blocks. |
Source | Source | Source |
Smaller projects - libraries, tests, tweet carts, all kinds of fun.
These quadplay libraries help me get prototypes and jam games up and running quickly.
Acceleration Demo | Bounce Demo | Camera Shake |
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While struggling with Beat the Gobblins, I stumbled across a GMTK video about celeste's game feel, and after seeing the graphs I realized I could model those accelerations really simply using an ADSR model inspired by Steve Swink's Game Feel book. This test proved to be super useful, and I've cleaned it up into a very simple module I've since used on a number of projects. Its driven off just three parameters: acceleration time from 0 to full speed (in frames), deceleration time from full speed to 0 under no acceleration (in frames) and maximum speed (in px/f). You can see the table here and further explanation here. | The bounce demo is based on @fourbitfriday's bounce demo from a stream. Again, it is built into an easy to integrate library and features a similar "profile" system as the acceleration library. | Every game needs camera shake! This is a library for doing a simple nuclear throne/vlambeer inspired 2d screen shake. |
Source | Source | Source |
Transition/Sequence | Animation Timing Demo |
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A simple turn transition library that also serves as a nice demo for using quadplay's sequence feature. |
Library that reads timing from Aseprite json files. This lets you use the aseprite feature to set frame durations to control timing in the animation tool. Also handles one shot animations, callbacks on animation end, functions to call when the frame advances, etc. Beat the Gobblins used this heavily. |
Source | Source |
Before shifting over to quadplay for personal projects, I really fell in love with pico8.
The basecode for all the projects that Steve Lavietes and I collaborated on in pico8:
Designed to be stripped down at the end of a project to recover tokens.
Includes:
- Menu system
- Debug tools
- Object/Transform hierarchy (+coordinate systems)
- Morgan McGuire's Pico8 particle system library
- Camera system
- Mouse input
One Euro Filter | Performance Tests | Easing Function Gallery |
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07/14/2017 | 10/4/2017 | 09/18/2017 |
Source | Source | Source |
Conway's Game Of Life Tweet cart |
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5/19/2019 |
Done as an intro/invitation cart for an Alife interest group meet up |
Hodgepodge of unfinished prototypes from projects over the years.
Space flight FX test | "Reach" | "Into the Pitch" |
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Pico8 | Quadplay | Quadplay |
4x-ish | Originally for 7drl |
Word Game | A Dark Drive |
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Quadplay | Quadplay |
This was a test for making a game entirely out of words, looking at how easy it would be for me to add content to a game with such minimal aesthetics. Links: Post Mortem, Source, Play Online | GMTK2020 Jam game, completed with Ed Luong and Nick Porcino. Really a mood and feel test. I did the intro, menus and audio. Post Mortem, Source, Play Online |