Tidebound
Contributing tension-based reeling, a movable cart, a fish scale, and a shop menu.
Games, tools, mods, and earlier work.
Contributing tension-based reeling, a movable cart, a fish scale, and a shop menu.
Built a reusable color interaction system, grappling mechanics, and a transforming arena for a fast-paced FPS.
A kart racer built around player-created tracks. I developed the track editor, sub-frame lap timing, and shareable ghost replays.
An online board game with match-three mechanics. Built room management and move exchange over WebSockets, with animation synchronization between players.
An NES arcade platformer with two-player co-op. I used sprites, tiles, and palette changes to work within the hardware’s limits.
Modified drifting and mini-turbo feedback in Mario Kart Wii, building on the Skill Issue Pack mod.
A physics puzzle game with force-based dragging, joint-based grabbing, and collision-driven block squishing.
A bullet-hell project with reusable enemy timelines, boss phases, and configurable bullet patterns.
A 3D platformer with physics-based vine swinging and snake enemies.
A two-day game jam project with switching between past and present versions of a facility.
A two-day platform fighter with weapon-triggered laughter states that change gameplay.
A management game about company finances, employee treatment, and the consequences of player choices.
My first game project: a turn-based RPG with timed shielding and interacting status effects.
Email me about gameplay programming roles.