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Risk of Rain 2

Contracted with Dream Toaster Games and Gearbox Software, to support development of the Alloyed Collective DLC.

Details are under NDA, but I have worked on Enemies, Bosses, and Playable Characters.
I will offer my services wherever they are requested, and I will prioritize whatever I need to to bring things across the finish line.

Enforcer

A mod for Risk of Rain 2.
This was a fun experience because of what a rag-tag team of modders we were, coming together to make something great.

My responsibilities included polishing game feel, implementing models, animations and skins, adding the secret second character, and over time, plenty of refactoring and reworking our old code to work on new versions.

Wizard Game

Originally created in two weeks for the Pirate Software Game Jam.
The game features a unique spell casting system, where you cast different elemental spells by moving the mouse in different ways.

The game was architected from the ground up using Object Oriented and Data Oriented principles in the Unity environment to build modular designs that can be put together to quickly create all kinds of content.

Red Alert

A mod for Risk of Rain 2.
Tesla Trooper was the first character fully coded by me. When a very talented modeler reached out about the concept, I was ecstatic, and the resulting character has been something I can be proud of.
His gimmick is to summon a Tesla Tower, then command it to attack target enemies. It was pretty fun to get this code working right.

Desolator was me getting carried away and making another Red Alert 2 inspired character. He simply spreads doom over a ton of area. This was very tricky to balance. Either he effortlessly killed everything, or he was helpless against priority targets. I think I've found a decent sweet spot.

Chrono Legionnaire is my latest work in progress. Going completely crazy with the mechanics and effects, he's the one I've had the most fun coding so far. A giant sphere that teleports anyone across the map is ridiculous.

Castle Hamson Tribute

A tech demo of a 3d procedurally generated castle, created with randomized rooms.
Rooms are put together using walls, floors, etc. pieces that I modeled and textured.

The name comes from Rogue Legacy, which inspired me to do this kind of procedural generation.

Joe and the Zambambos

Created with two friends in 48 hours for Global Game Jam 2016, under the theme, "Ritual."

Top-down twinstick-style gameplay, where the goal is to capture three altars while fighting off zombies. Click below to download and try it!

This was my first game jam, and it was an amazing experience to see what could be accomplished in such a short time. I spent most of the time rigging and animating the character, then spent the rest of the time adding to and refining the gameplay to be fun and addicting.

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