Category: Game Design

Pathfinders and the New World (2026)

Pathfinders and the New World (2026)

On the open sea, there is no government, no law, no war. It is a place where you can be the master of your own fate. This is the life the Sea Ronin have chosen.

From 2022 to 2026 I was the creative director of Pathfinders and the New World (also known as Pathsoul). This was an NFT project with ambitious plans for branching into games, animation, and other media. I was in charge of all worldbuilding, art direction, and narrative direction. (I’m not much of an NFT person, but they were nice people who paid me, so.)

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Blow Wind Blow (2019)

Blow Wind Blow is a Unity student project I made with two groupmates. In this game, a prince sets out to sail across the ocean. Playing as the four winds, the players cooperate to steer him to each of his destinations, while at the same time competing to become the prevailing wind and influence his destiny. In this way, the winds compete for ultimate dominance over the narrative of the game.

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Class Projects for Experimental Interaction (2018)

ADM Defense Commander ’88

I collaborated with three other university students to build this Gradius clone in Processing (Java). I was the main game designer and programmer.

Project proposal and submission
Source code (Processing 3)

The Lost Treasure of Processing Castle

I collaborated with two other university students to build this Wolfenstein 3D clone in Processing (Java). Again, I was the main game designer and programmer.

Project proposal
Project submission and design commentary
Source code (Processing 3)

Fleets of Ossia (2016)

some sought to understand the cause of the Flood, but none could. the water must have come from somewhere, they reasoned, but where could you store enough water to drown the world? and so as time went by they lost interest in that quest, and in time most records of the Flood were lost. all that remained was the Sea.

razorborne, Ossia dossier

In 2016, my friend razorborne from the Magic: the Gathering fan site No Goblins Allowed created a fantasy setting called Fleets of Ossia. In this setting, various isles of fantasy creatures wage war for control of the Infinite Sea. I was fascinated by his setting and so helped him create some supplemental materials for it.

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Hunter Killer (2016)

If there are no cards left in your draw pile, you are Suffocating.

Hunter Killer is a 1v1 competitive card game based on submarine combat. The design ethos is that information is both danger and opportunity, and the game is designed to simulate the suspense of a real underwater battle.

I designed the initial rules for Hunter Killer in 2016. Since then, it has undergone playtesting and several rules revisions. I don’t consider it finished, and plan to someday come back and polish it into a Kickstartable product.