A social casual casino game I worked on while at Midverse Studios. I worked with a team of two other developers on the iOS version initially, handling varied tasks on the client side. Worked with another developer to do the Android port.
A super beautiful slots game I made at Blueshell Games! I was promoted to lead engineer on this project, mostly working solo but sometimes had a second engineer. The game was out and supported for a good while, and we maintained a healthy release schedule of updates.
I worked very closely with the art lead on this project. The management structure was pretty thin, so the production team had a lot of leeway in determining implementation details. The art lead and I designed many of the visuals in the game in tandem, as well as the UI.
A lot of tools came out of this project, as it was one of the company's first forays into making new games. I wrote a procedural animation tool utilizing Adobe After Effects, which became the backbone for all future art development at the company. This project started our shared code repository and libraries, and the game itself went on to become the base for all future products. The engine for the game was also backported to the company's flagship slot's product Lucky Slots.
An educational game I developed as an independent contractor for Yummy Yummy Tummy. I programmed the game to near completion during the course of my contract; another developer finished it up when my contract ended.
This game was developed in Unity, targeting primarily iOS platforms. It's an endless-runner meets math game with adorable characters! I developed some tools for this project, fleshing out a custom 2D engine in Unity and developing a robust drag and drop level editor for the designer to rapidly iterate with.
Ah, this was the first game I ever published. I have a real soft spot for it. I made this while working at Tin Truck, but I'm not sure they're still active anymore. Grem Legends was on the iOS App Store, but sadly doesn't exist anymore.
I worked with another engineer and an artist to create this game. The CEO had a lot of creative input, but I did most of the game design and tuning. Developed in Unity when it was a much pluckier game engine. The development went pretty fast on this game, took around 4 months once I joined development to completion.
The game played a lot like Missile Command, but to solve some touch-screen related design problems, you had one tower with two characters that you could swap between. They operated on an energy system, and whoever wasn't active regenerated energy faster. Enemies spawned in waves and would chew on the towns you were trying to defend. If you gave them a flick, you could hurl them skyward for another chance to shoot them.
I was a big fan of the art in this game. It was themed like a pop-up book, and had some really gorgeous, papery details. Unfortunately, all that remain are these low res screenshots.