I’ve participated in the Global Game Jam from 2014 to 2017; it’s strengthened my skills as a collaborator and team leader, and it’s been critical to realizing my capabilities as a maker of rapid prototypes. Each project has taught me something new.
Rubber Duck Love
Who I Was: Designer/Programmer
What It Is: A simple game of throwing stones into a pond, so that the ripples push a rubber duck past perilous obstacles to its true love.
What I Did: Programmed nearly all gameplay except for underlying wave mechanics, and designed multiple levels. Edited project video.
Link: Project Site (itch.io)
You Died As You Lived
Who I Was: Designer/Programmer
What It Is: Mini-game collection based on the concepts of rituals of a life.
What I Did: Developed core design framework and programmed half of the mini-games. Edited project video.
Link: Project Site (itch.io)
Tanks for Nothing
Who I Was: Designer/Programmer
What It Is: Ambitious (to a fault) co-op tank sim for two PC’s, two Oculus Rifts, and a Leap Motion controller.
What I Did: Programmed all mechanics and UX for the “engine room” player.
Link: Global Game Jam page
Wox
Who I Was: Designer/Programmer
What It Was: Noble attempt at a dimension-shifting platformer, which warped a single 3D world between side-scrolling and top-down 2D modes.
What I Did: Oversaw prototype level and built level-design primitives.
Link: Global Game Jam page