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Games

Virtual/Augmented Reality

Facebook Horizon

Made in Unity for Rift, and Quest.
I designed social games and toys for Horizon’s public space. (Learn More)
Facebook Horizon

HoloLens 2

Made in Unity for HoloLens 2.
I built the out-of-box new user experience for HoloLens 2, and hand tracking interfaces. (Learn More)
HoloLens 2

Bridge Trek

Made in Unreal Engine 4 for Vive.
I was the sole developer on this fear of heights exposure experience. (Learn More)
Bridge Trek: A Fear of Heights Adventure

The Nest

Made in Unreal Engine 4 for Vive, Rift, and Windows Mixed Reality.
I co-designed a 4-player survival mode and a two player campaign with 4 missions. (Learn More)
The Nest

Gunheart

Made in Unreal Engine 4 for Vive, and Rift.
I created weapons and player classes in this multiplayer shooter. (Learn More)
Gunheart VR

Commercial Console/PC Games

Fortnite

Fortnite is made in Unreal Engine. (Learn More)
Fortnite

Destiny 2

Made in a custom engine for Xbox One, PlayStation 4 and PC.
I designed custom game development tools and game design technologies for our 600 person studio. (Learn More)
Destiny 2

Destiny: The Taken King

Made in a custom engine for Xbox 360, Xbox One, PlayStation 3 and PlayStation 4.
I designed multiplayer workflows, sync tools, and game design technologies. (Learn More)
Destiny Taken King

Destiny Expansions

Made in a custom engine for Xbox 360, Xbox One, PlayStation 3 and PlayStation 4.
I monitored company-wide console memory quotas and build health. I assisted UI, PVP, and Sandbox teams with polish. (Learn More)
Destiny Expansions

Destiny 1

Made in a custom engine for Xbox 360, Xbox One, PlayStation 3 and PlayStation 4.
I built multiplayer workflows for designers and engineers, and supported the PvP team with testing automation. (Learn More)
Destiny

Firefall

Made in a custom engine for PC.
I built procedurally generated content, quests, combat encounters, and player abilities. (Learn More)
Firefall

Rocket Arena

Made in a Unreal Engine 4 for PC, Xbox One, and PlayStation 4.
I tuned game modes, camera controls, character abilities, and controller layouts. I also built the loot box experience. (Learn More)
Rocket Arena

Star Trek DAC

Made in a custom engine for PC, Xbox 360, and PlayStation 3.
I wrote A.I. behaviors, balanced player classes, and built multiplayer game modes. (Learn More)
Star Trek DAC

Destroy All Humans: Path of the Furon

Made in a custom engine for Xbox 360, and PlayStation 3.
I tuned vehicles and wrote multiplayer game modes. (Learn More)
Destroy All Humans

RoboBlitz

Made in a Unreal Engine 3 for Xbox 360, and PC.
I wrote UI, tuned multiplayer game modes, and balanced weapons and abilities. (Learn More)
RoboBlitz

Unreal Marketplace Assets

Multiplayer Control Point Asset

Made in a Unreal Engine 4.
A Blueprint asset that implements robust multiplayer control points. View On Unreal Marketplace.
Multiplayer Control Point Asset

Game Jams

I made most of these games in a weekend. They’re weird, and they’re ugly, and generally pretty buggy, but I love them all the same.

I Lost My Gun, But I Found YOURS Global Game Jam 2021’s theme was “Lost & Found” so we made a game in Unreal about a team of assassins who lost their guns and each other and have to liberate an island by finding each other and using ancient magic to eliminate the dictator. Built in Unreal 4.26 in less than 48 hours.
The Good Part Of Capitalism The theme of Seattle Indie’s Game Jam 2019 was “Intentionally Broken”. I wanted to explore going intentionally broke by using your money to help other people. One of the diversifiers was to make a game where it was always raining, so I made a game where you use your money to help other people stay dry! (In the most literal way possible!)
Lava Dash 2 My mind kept coming back to the 2D gameplay in VR that we created for Lava Dash, so I wanted to give another week to exploring level designs and controls. I built two additional levels for Lava Dash, added some enemy types, and rewrote the movement system. One day I’d like to revisit the controls and make it feel more like an infinite runner.
Home Is Where Everyone Loves You The Global Game Jam 2019 theme was “What Home Means To You”, so I made a VR game called Home Is Where Everyone Loves You. You are in a cozy living room, standing in front of a podium full of buttons, and each button has a different action, but whatever you do, everyone in the room sings your praises and tells you how much they love you. The spatialized sound and breadth of VO lines mingled with the immersiveness of VR make it a surprisingly emotional experience. Throwing compliments at the screen in video is pretty meaningless, but when you feel surrounded by these people, as fake as they are, it is quite powerful.
Lava Dash I wanted to explore the 2D Platformer in VR idea that I had developed with Fjord Vaulter, so at the Seattle VR Hackathon 2018, we created Lava Dash, a game where you run left or right to escape an erupting volcano. The character is a 2D sprite, but the world is 3D.
Tipping Point With Elon Tipping Point is a game we made at the Seattle Games For Our Future 2018 jam. The goal of the jam was the make games that helped fight climate change. My team built an infinite runner in Unity. You play as Elon, a cat who collects recyclables and converts them into green energy facilities.
Unfinished Business Most people don’t see ghosts. But you’re not most people. Your clients need knowledge from beyond the grave, and they’re willing to pay you to transmit that information from the ghosts of their loved ones into the world of the living. As the ghost-whisperer, you play in VR, and the only thing you see is the ghosts. Meanwhile, the ghost whisperer’s client (who isn’t in VR) sees a scene with a mystery to solve, but they can’t see the ghosts who have answers to the mystery. In this episode, you have to find a former CEO’s will, so you can figure out who inherits her massive bitcoin wallet. I made this at Global Game Jam 2018.
Trick’r’Treater VR I made a game in one hour! Trick’R’Treater VR is a tiny VR game that I made during the One Hour Game Jam. The goal is to run away from the viking trick’r’treaters. You can throw candy at them to slow them down (press the Vive controller shoulder button)! Also that gun shoots candy. There’s a VR version, and a really bad non-VR version that isn’t any fun, but the One Hour Game Jammers could stream it without a headset.
Ava Ava is a VR game where you control an astral projection of yourself. When you move your arms or grab, she moves her arms and grabs. She can go places you can’t, so you need to use her to manipulate objects and return the spirit gem to it’s shrine at the top of the mountain. I was the engineering lead in our team of 8. I implemented many of the gameplay interactions, taught other engineers how to use blueprints, interfaced with the designers, and tasked other engineers. Ava was done at Seattle VR/AR Hackathon 6.
Fjord Vaulter I mean, you know, a VR side-scroller right? I figured I’d spend a week building a 2D game that you could only play in 3D. Whatever. It turned out pretty cool. You play as a viking (or her disembodied sidekick? I’m not really sure) who has the magical power to jump into the foreground and background. Side-scrolling platformers are usually a tiny window into a massive level, but when you’re playing in VR you can see the whole level extending out ahead and behind you; it’s a pretty cool effect. Not to mention the viking you play as is the same height as you are, so all those pits and lava pools are extra threatening. Made in Unreal, all the sweet viking art is from the POLYGON Vikings Pack by Synty Studios.
Green Dawn Ranks r/GreenDawn needed a new progression system to increase retention and give players incrementally increasing goals. I created a system of medals and ranks based on the Boy Scout merit badge system to fulfill this goal.
I Am Starship Some friends and I did a 3-day VR game jam in Unreal where you played as a spaceship colonizing small plantoids. Each mission began with you hurling your crew capsule to the surface and rushing to loot resources before oxygen ran out. How much carbon are willing you spend on mines? Will you have enough fuel to make it to the next planetoid? Some resources require your crew to discover and gather them, some require you to use your space-arms to bring them directly to orbit. Inevitably your crew will die lonely deaths in the cold of space, but you can always pick up more crew back at Earth! You Are Starship!
Petting Simulator Bungie’s 2016 Carnival gave me an opportunity to build my first VR game in Unreal 4. Our petting simulator allowed you to play with a robotic puppy. You could throw it bones, tease it with a laser pointer and give it sweet sweet rubs. The most adorable part was when you picked up the robodog and put it to your face a little pink tongue would lick your face. It was really surprising how emotionally engaged you could become with a twice-fake puppy. I did a bunch of AI behavior work, made some puppy toys, and created the game’s 3D UI.
Ritual Of Masks The Global Game Jam’s 2016 theme was “Ritual”. In the Ritual of Masks, your villagers don animal masks and gain their powers. Slip into the dog mask and sprint on your hands and knees. Balance the deer mask on your head and prance up the steepest mountains. Nestle yourself in the bird mask to flap your arms and lift into the sky. The animations in this game are hilariously absurd, it’s like all the silly animal gestures you made in kindergarten could actually work. I gave the team creative direction and project management, as well as designing all the movement abilities and gameplay challenges. We built it in Unreal over a single weekend.
Kissing Science People should be better at kissing, but it’s easy to get caught up in the moment and not learn anything. Kissing Science takes all the passion and excitement out of kissing and exposes you to the raw hard numbers of love making. Built in Unity, this game features no graphics, no sound, and a whole lot of levers and dials for you to adjust on your way to osculatory mastery!

Student Game Projects:

My school’s source control went down, and broke most of these links. Much of the code is probably lost forever. But you can still find nightly drops of some of these projects in my subversion.

BattleBallz A 3D third person shooter written for windows in C++. Uses OpenGL and TNL. Created for CMPS 115 at UCSC. BattleBallz featured procedurally generated terrain, a season-long ranking system, 3D graphics, and networked multiplayer. In addition to my programming duties I was project leader (which means I bought everyone pizza when we made a milestone) and gameplay lead (which means I complained the most about how the rocket launcher should work).
SappyLand A “Cray-shaded” action RPG/platformer made with Game Maker for CMPS 80k at UCSC. You can find other games from the class here.
Populution A culture simulator written in C++ using OpenGL. XML files are loaded as culture definitions, edit bitmaps to change the unit placement. It’s not that user friendly, but it’s pretty cool. Ross Yancey and I created it in about a week and a half for our Game Design Seminar taught by Jim Whitehead. Theme of the Week: Evolution. Explanation Video GamePlay.avi(Maybe One Day) How To Make a Map Video
Cybuilder The Theme Of the Week is “Discovery”, build and fight your robots and discover what all the robot body parts do! Don’t forget to bring a friend! Cybuilder is two-player only!
Cupid’s Chaotic Conundrum Evil cupid is out to destroy all the love on the planet! He wants everyone dead. Go starts some fights and take out your revenge on that other winged bastard. The Theme of the Week is “Love”.
Firehose Happy Happy Himatsu The fire station just got a new firehose! Try it out on EVERYTHING! Click here for the gm6 file. Theme of the Week is “Water”.
The Unyet A Tablet PC stylus-centric Real-Time Strategy game that used gestures to control gameplay. I think I lost my copy of the codebase… so you may never see this project… but I promise it was cool! You could select units by drawing shapes around them, and all build instructions were given via stylus gestures. Units could be given specific paths by drawing routes on the map. The game was written in C# with extensively planned UML diagrams. I was in charge of input parsing, unit control, building and core architecture. I assisted on unit behavior, stroke management, and resource management.

You can access the games by other students in Jim Whiteheads Game Design Seminar at the Spring 06 dforge page.
If you’d like access to any of my source code, dig into my SVN, but keep in mind that most of of my work has been team projects, so I’m not the author of all the code there. If you’d like to submit patches to any of my projects, contact me and I’ll set you up with a SVN account.