Game Jams
Game Jams
Game Jams
Game Jams
Game Jams
Game Jams
Game Jams
Game Jams
Game JamsGame JamsGame JamsGame JamsGame JamsGame JamsGame JamsGame Jams

Game Jams

Various Game Jams have been the bane of my sleep schedule for years now. Despite that, they’re great opportunities to build on my existing skill set by trying new game development techniques and I have lots of fun exploring new and crazy mechanics in an attempt to make something fun each time I enter.

  • 2011 – Exterminate Regenerate: Local multiplayer game in which players would visit a planet to begin it’s generation of resources and civilization. When a planet is destroyed, the planet’s resources that were unlocked become available to return to a portal to score points. Built using XNA and C#.
  • 2012 – King of the Corpse: Networked multiplayer game in which one player controls a physical body in a maze of traps and other players attempt to kill them to control the body next. The winner is the player who controls the body the longest throughout the session. Built using XNA and C# with a custom UDP layer.
  • 2013 – Moist Bees: Single player game in which you attempt to help a slow robot collect hearts from humans by scaring them into the robot’s grasp with bees which follow the mouse cursor. But beware, as heartless humans return to reclaim their heart and damage you in the process. Built using ImpactJS and Javascript.
  • 2014 – Soulsnap: The ghost of a janitor haunts a museum in which it attempts to continue it’s work. People will wander the halls and enjoy the museum, taking pictures that damage the ghost if it’s caught in the frame of the picture. Built using Unity and C#.
  • 2015 – Lords of the Jurassic: Networked, multiplayer tower defense in which players visited regions to claim resources and followers to complete quests. As they complete those quests they become closer to winning. Built using Unity and C#.
  • 2016 – Pewpew Wars: Twitch based multiplayer game in which two players could form a base and attack eachother with spells using the Twitch Chat as the spell casting format. Getting more people to cast a spell made it more powerful and could augment the spell itself, which could be done by having viewers in Twitch chat cast spells with specific phrases. Built using Unity and C# with a custom Twitch integration.
  • 2017 – Pachi Maru: A networked multiplayer asymmetric platformer game in which two players are able to see and interact with different parts of the same world, allowing them to work together to solve the various puzzles that block their path. Made with ImpactJS and Javascript with a custom Node.js matchmaking server.
  • 2018 – Drive through Hell: Prototype car simulator that manages a clutch and gas pedal as the player attempts to match various speeds given as objectives. Built with ImpactJS and Javascript.
  • 2019 – Swordsman: Gameboy style platformer with simple combo system, basic questing, and various monster types. One of my few solo projects and I spent most of the time focused on the art style and game’s mood.