Manning the booth of the first game I worked on at PAX Unplugged

Colossal Cave

I had the amazing opportunity to work for Ken and Roberta Williams on their recreation of this historical game. I handled lots of bug fixing, worked on several of the puzzles and hints, and handled the porting of the game to PS4 as well as adapting our Quest version to Pico VR.

 

Castle Dice

I worked closely with the lead developer to implement many of the game’s different phases. Additionally, I implemented the logic needed to make all 28 cards work with their proper effects during the proper phases.

 

Aqua Fry

Aqua Fry was the last project I worked on at Poccade. It was intended as a submission to IndieCade. It is a rubber bullet party game. Players participate in modes by shooting rubber bullets that bounce other players and objects around. I designed 17 of the various mini-games as well as assisted in the creation of specific free for all levels.

 

These are a few of the main features that I designed

Region Maps

I worked with an artist to create maps of every region in the game. Each room starts off hidden and is revealed on the map as it is explored. It also shows where your items are and how many items are in a room.

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Character Selection Screen

I worked with our artist to create this scene and added progression systems for players to unlock new characters.

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Drawing Cards

I was responsible for creating the decks that the player would draw cards from. This included creating prefabs of every card in the game!

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Choosing Dice

You choose which resource dice to roll. It took lots of teamwork to decide how to best keep the tabletop feel while also displaying the needed information.

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The Building Phase

During this phase, players can play building cards. I had to figure out how to connect the resources of each player to the card to determine if it could be played or not, and then had to apply special power-ups to the players based on what cards they played.

My first development experience was gained at Poccade, a studio started with the goal of giving local game design students a chance to work in a small studio and get projects under their belt.

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