“Locus Flux”
“Locus Flux” is a fast paced, twin-stick on-rail shooter. Get to the end of each level by dodging and weaving between buildings, billboards, traffic and bullets, as you fly through a cyberpunk city with the assistance of your Locus Flux, a unique ability that allows you to slow down time while in flight.
As the creative director I helmed the creation of the Game Design Document, curated brainstorming sessions, and communicated with the other team leads to ensure the creative vision of the project. As a Level Designer I was responsible for the layout, enemy placement, whiteboxing, and putting final art assets into the second level.
Role: Creative Director and Level Designer
Platforms: PC
Release Date: June 28, 2018
Official itch.io Page: Click Here
The marketing trailer for Locus Flux
“Final Contingency”
In “Final Contingency” play as a mechanic who’s job is to support and repair a giant mech so it can protect earth from an alien colossus.
As the producer I was responsible for making sure that the team met all milestones and deadlines. As a programmer I programmed the gravity boots, the enemy targeting, and the enemy spawning. This was a school project made in eight weeks by a six person team.
Role: Producer and Programmer
Platforms: PC
Release Date: August 21, 2017
Official itch.io Page: Click Here
The gameplay trailer for Final Contingency
“A Thousand Words”
“A Thousand Words” is a narrative adventure prototype where the player relives the moments that lead to their demise by interacting with different minigames found within pictures placed at their funeral.
As the producer I was responsible for making sure that the team met all milestones and deadlines as well as heading brainstorming sessions. As a programmer I programmed the functionality and UI for the second picture’s minigame.
Role: Producer and Programmer
Platforms: PC
Release Date: November 2020
A Gameplay video for A Thousand Words