Student Games

DePaul University - Chicago, IL
Released 2011-2014

Roles on Projects:
Designer, Producer, Programmer, Artist (Safety and Freedom), Sound Design (Lamp Let Love Shine)

Sweat & Bullets: Find victory in action packed and cinematic wild west duels of strategy, wits and just the right amount of fortune. Learn to predict your opponent as you both plan out your moves meticulously in this simultaneous turn based game. Watch your schemes come to fruition as cinematic cameras follow your bullets strike true and earn you the title of smartest gun in the west!

The thesis and crowning achievement of my time at DePaul University ‘Sweat & Bullets’ is a strategy based shooter. All actions in the game are planed out in 6 second increments and after both players have made their choices the action plays out using cinematic cameras that detect the most exciting moments. ‘Sweat & Bullets’ was proof that cinematic action was not unattainable for games with more time for decision making. A primarily competitive multiplayer game ‘Sweat and Bullets’ allowed our team to make something that showed off what we could do and have fun while doing it.

Assorted Art Games:
Safety and Freedom: Read the emails of “People of Interest” and dictate their fates. Hold the weight of strangers futures as you see a glimpse into their lives and decide the label they receive in the unfathomable machine that is the NSA.

A solo project that focused on surveillance morality and how we interact and judge strangers. Built in unity over 3 weeks in 2013.

Lamp Let Love Shine & Buttttouch: ‘Buttttouch’ took the simple slapstick approach of making the action in the game wacky and comedic as the player attempts to destroy a jar of pudding without being discovered. ‘Lamp Love Shine’ takes a more narrative approach as the player controls a lamp that acts as cupid with its light as it hopes to find itself true love.
Two very different approaches to the question: can a video game be purely a comedy. These projects allowed a large amount of creative freedom while offering the distinct constraint of being a comedy game. These games offered opportunity to understand that no game design decision should be taken for granted and it’s always nice to build a game with a sense of humor. Built in 4 weeks each in 2012 and 2014.

Tech Used: Unity, C#, Audacity, Microsoft Excel, Trello, Adobe Photoshop