Gang BeastsGames

StatusEarly AccessRoleNetworking and VR EngineerDate2016-06-01

Boneloaf's indie classic

Working up in the North of England at Coatsink was a great experience, and quite the counterpoint to my time in China. The team and I had the pleasure of bringing Gang Beasts online, and allowing players to get closer to the action than ever before with VR integration.

Snip Snip SnookerGames

StatusAbandonedRoleDesigner/DeveloperDate2016-04-18

Bite-sized action/puzzler

A rushed but fun Ludum Dare experiment with mobile game design, Snip-Snip was designed to be played in short sessions with touch input. The aesthetic evolved with the mechanics, but would not ultimately coaselse to something satisfying. Nevertheless the refractive ideas opened other avenues of investigation.

Tea For VaderGames

StatusCompletedRoleDeveloperDate2016-01-31

Brew Tea-em-up

A joke that became a jam game, Tea for Vader tasks you with making the perfect brew for the dark lord. We used the jam-status to justify packing the game with Star Wars references and absurdities; from a barshop sextet to Paul Crabb’s increasingly anxious teaboy-cum-sadist’s Tamagotchi.

Tell ThemGames

StatusAbandonedRoleDesigner/DeveloperDate2015-12-14

Two player branching narrative

A one day jam for LD34, the concept was around a branching narrative game (something I would usually avoid) played by two players, each taking turns to choose the next branch. ‘Truth’ acts as a counterpoint mechanic to this, as the choice made will necessarily be the truth or a lie. This leads to a definitive characterisation that is nevertheless mutable by the amount to which they lie, much like we in our ordinary lives are the same person day to day but may behave differently due to context.

The Synctory tool was modded and put to use here as a simple narrative branching writing application, although with networking, design and actual writing I couldn’t finish it in the day.

CocketeersGames

StatusAbandonedRoleDesigner/DeveloperDate2015-09-05

Joust, but ruder

The product of a self-organised, farewell-Beijing jam for Sam Green, Tobias Baumann, Dan Arnold-Mist and myself, the game takes mechanics from Beepee, applies a local-multiplayer mindset, dresses it in the grotesque and puts a bold pun on top.

Although the project itself was abandoned due to the practicalities of global separation, much of the technical work informed patterns in the Ent2D framework, and flying mechanic is something I’ll want to use in the near future.