Submersible:
My Roles: Project Lead
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Genre: Exploration Obstacle Course
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Submersible is a game that 2 friends and I made during the January 2018 Global Game Jam. The theme of the Game Jam was "Transmission" and we decided that we would build a game around transmitting sonar signals.
I was responsible for the sonar mechanic, lighting, UI, FX, and most of the implementation since I was the senior-most game designer on our team and my 2 friends were artists.
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The Game is only about 5 minutes in length but we focused on challenging the player with our sonar and movement mechanics while also creating a pleasant and ambient environment in the sunken ancient ruins. Just to note: The audio is delayed in the video above.
This is a still image of the start of submersible. I implemented caustic effects to make the ground look watery
This is an example of the sonar system, very briefly lighting up the environment and making hazards known
Inside the booby trapped ruins of a sunken city
This is a still image of the start of submersible. I implemented caustic effects to make the ground look watery
Dino-Dig:
My Roles: Game Designer, Programmer, 3D-Artist
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Genre: Childrens Screenplay Game
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Dino-Dig is a game designed during Sheridan Colleges Sprint week of 2018. The design goal was to build a game for a younger target demographic including those with disabilities that hinder their physical or mental abilities, specifically for children in the Holland-Bloorview Hospital in Toronto. The game itself uses a 10ft x 10ft pressure sensitive floor controller for input.
I was responsible for developing the initial prototype and implementing the core mechanics as well as modelling the dinosaur fossils. The game won Best Educational Game and Best Trailer of 24 other games during sprint week.
made in maya, the fossil stays afloat in the lava because an invisible block out of the models shape turns the lava to obsidian
Modeled in maya, the largest fossil we have
made in maya, the fossil stays afloat in the lava because an invisible block out of the models shape turns the lava to obsidian
Boss Battalion:
In our team, I was responsible for designing the 3 classes and their abilities, in coordination with the boss and his attacks. I programmed and implemented everything surrounding the bosses mechanics . I also implemented particle effects and win/lose conditions.
My Roles: Game Designer, Programmer
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Genre: Multiplayer Bullet Hell
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Boss Battalion was a Sprint Week game made in the Bachelors of Game Design program at Sheridan College.
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Sprint Week is a time in the semester where designers from different years in the program come together to face the challenge of creating a game in 4 days based on a given criteria. We made this game in winter semester of 2017 and the criteria was to implement the Happy Fun Times Controller application which allows a practically limitless number of players to join a single game session through their mobile phones.
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5 players battling together in a single session: 1 Warrior, 2 Rangers and 2 Clerics
Each Class has a special ability. The warrior has a shield that blocks damage and the Cleric has a small healing vicinity
Our Boss, Beelzeboss, has 3 types of attacks. a Multi shot fireball, a sweeping lazer and some AoE slowing slime balls
5 players battling together in a single session: 1 Warrior, 2 Rangers and 2 Clerics