An abstract 3D gallery shooter made in a short time for the Hedgejam #2 game jam.
In this 3D gallery shooter, players must survive a gauntlet of enemies by dodging bullets and returning fire. Features dynamic difficulty to match the player's skill level. Ranked #2 / 6 in the game jam for Enjoyability. Instead of making all of my own assets, this time, I used and credited various free assets such as models, animations, and audio so that I can focus on programming and tuning the game design.
With quick thinking, calculations and numbers become your second nature in this "Arithmetic Action Game."
Inspired by MECC's educational title Number Munchers, players absorb numbers and expressions by traversing a grid. Numbers and expressions must fit a criteria, like "Multiples of 6" or "Prime Numbers," for the player to earn points. Furthermore, a timer-based combo system encourages players to perform mental math quickly to earn higher scores. SQUARED aims to engage players by making mathmatical calculations second-nature.
I created this game in a short amount of time to refine my skills using Phaser 3 (JavaScript).
Made in a week for The Dream Arcade Archive Game Jam; a vertically-scrolling shooter with dynamic difficulty.
In this single-stage shooter, your "Threat Level" denotes how dangerous you are. Every positive action you take -- firing, killing enemies, and even staying alive -- increases your threat level. A higher threat level increases your score multiplier, but affects how deadly the enemy forces become. You can decrease your threat level by withholding fire, sparing enemies, and sacrificing your ship. The Threat Level dictates the types of enemies that are spawned into the level. The repository is available for educational purposes.
Customize the ambience of an 80's arcade with this webpage.
Inspired by web-based ambient audio generators such as Noisli and Coffitivity, Attract Sound brings the ambience of an 80's arcade to the browser. Powered by the Mozilla Web Audio API, users can play up to 22 different games' audio at once, all accompanied by historical information on each game. The background color of the page slowly changes using CSS transitions, and the webpage is responsively designed so that it works on mobile browsers as well as the desktop.
Three-button "bumper tanks" for up to eight players.
A simple multiplayer party game where players pick one of three tanks and bump each other off the stage. The three-button control scheme allows for turning left and right and activating a special ability based on the tank type. Inspired by Namco's 1985 arcade game Motos.
Over one-thousand pixel art sprites designed for various types of puzzle games.
Asset pack which contains graphics in both 1-bit and full-color styles. All sprites are available in 8x8 px and 16x16 px sizes and allows the user to create casual and puzzle games such as mahjong, sudoku, minesweeper, slot machines, and more.
An online multiplayer card game designed to teach concepts of the course, "Interaction, Immersion, and Media Interface."
Collaborated with Prof. Tona Henderson on a remote job to develop the demo to an edutainment game to be played as part of the course, "Interaction, Immersion, and Media Interface" (IGME-236). Players take turns placing cards on a grid and answering procedurally-generated questions meant to provoke discussions about affordances, interface design, gestalt, and more through a chat window. This game was intended to be integrated into the curriculum of the online version of the IGME-236 course, but because the course will be taught in-person instead, playing this game is not required in the course.
A social card game that teaches and demonstrates concepts of the course, "Interaction, Immersion, and Media Interface" to a college-level audience.
Collaborated with a small team to rapidly prototype and develop a multiplayer educational card game played in the course, “Interaction, Immersion, and Media Interface.” Designed and modified card visual patterns after constructive criticism from teammates. Each of the six game categories (User, Computer, Interface, Design, Visual, Gestalt) has a corresponding color and decorative border pattern; for example, the Gestalt pattern, in orange, features circles with the white space in between forming a triangle to convey the concept of Gestalt (the whole is greater than the sum of individual parts). Provided feedback on game content after playtesting.
A collection of graphical assets and chiptune music used in multiple publicly available projects.
Music and graphic assets for game creators to use in their work. Because the license is Creative Commons-Zero, anyone can use them for any purpose. The pack contains 12 full-length music pieces, 5 short jingles, and over 200 unique sprites for scrolling shooters and platformers. Selected graphics in the pack adhere to limitations of the Commodore 64 computer.
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Reach the high score in this authentic early-80's arcade experience with a risk-reward, combo-based scoring system.
Arcade arena game featuring multiple levels, optimal aural and visual feedback ("gamefeel"), implicit tutorials, and risk-reward mechanics. The game's 21 levels are all designed to supplement the nature of the scoring system by encouraging high-scoring combos for advanced players. Each of the player's actions has a unique visual cue and sound effect for optimal feedback. All of the game's core mechanics are implicitly taught within the title screen and first four levels. High scores for the two gameplay modes are stored locally to each player's browser.
Additionally, there are cheat codes in-game to provide extra challenge and replay value; on the title screen, hold J + K + L to view a special graphic. While holding the three buttons, the player can activate Invisible Mode by pressing A, hiding the player character's sprite. Perfect Mode, which only grants one chance and no continues or extra lives, can be accessed by holding all three buttons and pressing D.
Videos showcasing my music.
I began composing music on Famitracker, which creates authentic chiptune music for the NES and its expansion chips. I later learned OpenMPT, a sample-based tracker not bound to the NES' limitations. With my Immersion in Music from RIT, I took composing classes, exposing me to DAWs (Digital Audio Workstations) such as Ableton and Cubase. My preferred DAW is Mixcraft, which I use for non-chiptune projects and mashups.