Category: Game Design
Things in the Dark is a co-op horror game I made with a team of three other students at NTU. In it, two children try to escape a nightmarish orphanage, equipped only with a pair of flashlights.Continue reading “Things in the Dark (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.Continue reading “Blow Wind Blow (2019)”
This platformer/shooter hybrid was made in collaboration with Shaherfi Sidin for a school project. I was responsible for the gameplay and mechanics of the shooter section (starting at 7:42). I also provided some aesthetic suggestions and helped to merge the two codebases together.
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.
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.
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.Continue reading “Fleets of Ossia (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.
Solphos is a fantasy setting inspired by cyberpunk, art deco, and classical European alchemy. It is the setting of my game The Weight of a Soul.
I created Solphos in 2012 as a fan fiction setting for the Magic: the Gathering card game. In Magic, each card set is tied to a particular fantasy setting. In keeping with this tradition, when I designed my homebrew card sets Solphos and Fool’s Gold, I created a fantasy setting for those cards to inhabit.
Later I wrote an extensive setting guide, which became the basis of several other sketches and writing projects, including The Weight of a Soul itself. I’ve listed these other works in the foreword of the setting guide.