SAMPLE 1: Queen's Cup
Queen's Cup is a social card game for players aged 21+. It was inspired by the popular card game King's Cup. It adds variation to the standard game of King's Cup by randomizing the rules assigned to each card value every game.
I developed Queen's Cup with a group of friends for Marist College's 2021 game jam. I was a programmer on the game and was responsible for animations, the Card and Deck classes which drive gameplay, and audio cues. I also assisted in writing the script for interacting with cards. Queen's Cup is currently only available on PC. The team plans on a mobile release in the future. For now, please enjoy the game at my itch.io page.
SAMPLE 2: Prohibition Pounders
Prohibition Pounders is a rhythm game about a pair of bootleggers in 1920s New York. The game follows either Toni or Steve as they traverse the city while battling a rival gang.
I developed Prohibition Pounders with a team of five other students for our Game Studio course at Marist College. Programming for this game gave me the chance to work with Unity's Universal Render Pipeline (URP). The URP was primarily used to add an effect which gradually changes the camera to appear black and white with a grainy filter as the player achieves combos. Additionally, this project allowed me to program persistent player preferences and a health system which works in tandem with original beat maps. The game is available at my itch.io page.
SAMPLE 3: The Road Home
The Road Home is a game about surviving a 200 mile journey during a zombie apocalypse. The player controls a small group of survivors and the rations they each consume as they struggle to make it to the finish line alive. The game ends when the survivors die, are caught by the zombie horde, or make it to the end of the road.
I made The Road Home as a small project for my Colloquium in Games class at Marist College. The game barrows a lot of mechanics from The Oregon Trail, a game I'm personally very fond of. Because of this, The Road Home is reliant on a lot of randomly generated events and concise feedback to the player. I even had a chance to experiment with procedural generation, as the road-tiles that the group travels on are randomly placed. The game is available at my itch.io page.
SAMPLE 4: Blown-Out
Blown-Out is a casual, 2D, exploration game which my team of seven developed in forty-eight hours for the 2020 Global Game Jam. The game takes place on a damaged spacecraft with the player being tasked with repairing major systems to gain access to the control room.
I was a programmer for Blown-Out and one of the few team members with extensive Unity experience. During the jam, I was responsible for programming the oxygen system, parallax affect for the background, all major menu overlays, the fog that covers the map, and several other systems that drive gameplay. The game can be played on my itch.io page.
As a computer scientist and game designer, I get the best of both the creative and technical worlds. My CS work often calls for writing lengthy algorithms and logical thinking; but I find that the best way to further my understanding of CS concepts is through employing them into larger projects. Lucky for me, my game design work gives me the perfect opportunity to incorporate my CS knowledge into expanding my video games! On this page, I've included some recent projects I've done in game development. In these projects, I got a chance to write scripts to define game mechanics, as well as the chance to design the games themselves.