Tuesday, September 4, 2018

Professor LaBait

Created in collaboration with Alex Wilson and Felix Lee for the Game Maker's Toolkit Game Jam 2018!  Prof. LaBait is a metroidvania without attacking.

Download here:

Tuesday, July 31, 2018

Thursday, May 31, 2018


This is how Lina naps on the carpet.

Wednesday, April 25, 2018


Saturday, March 24, 2018

GDC 2018

A few photos from this year's GDC in San Francisco.  I focused on learning from lots of talks, the most memorable being by: 
Jason Rohrer, Zach Barth, Yoko Taro, and Sam Coster

Didn't get to demo as many games, but snapped a bunch of the cool-looking ones!  Not pictured here: Baba is You, definitely my favourite game of the show.

Sunday, February 25, 2018


Monday, January 22, 2018

2018 Week 3

Friday, January 12, 2018

2018 Week 2

This week's Hex colors:

Sunday, January 7, 2018

2018 Week 1

Sunday, December 31, 2017

2017 compilation

Wednesday, November 29, 2017

Find Me Kickstarter Funded!

Yay!  Find Me got their kickstarter funded!

Having spoken with the girls in a design and narrative review session, I think they're the brightest bunch yet.  This team attended the SF camp, and got to pitch at PlayStation!

Friday, October 27, 2017

2016-2017 Art Dump

Sunday, September 3, 2017

Lanterns Ghosts (Oculus Launchpad week 11)

Lantern Ghosts

Met up with Kevin (who's helping out on programming), in Seattle!  We were both traveling to attend PAX, and it was really great that we could cross paths and discuss VR development!  I've been working on the GMG booth with Kristani on the show floor during the day, and then taking evenings to think about final designs to make in the last week of development for Lanterns.

At PAX, Kristani and I ran into a fellow OLP fellow!  Tyrus was also showing off his cool game Cloudbase Prime at the Indie Minibooth.

Drew some concept art for the masked ghosts that will be appearing in the game.  They will be floating around, looking for lanterns to follow.  The player's goal is to find enough lanterns to accommodate all the different ghosts spirits!

Before travelling, I worked on expanding the cave area to feel more welcoming to the player.  The boat now has a dock, and doesn't abruptly stop in the middle of the river.  The dock also has some text info to clue the player in on what their purpose is.

The ending section of the demo - a small temple, has also been blocked out, and I did a couple of timed test runs to find the proper length for the demo.  Scale in VR feels so different than when you're looking at it in the level editor, so I was surprised to find that the boat was travelling too slowly, and the distances between my landmarks too far!

Unfortunately there isn't much time left to spend on modeling objects and spaces, as much as I'd like to work on making a pretty stage.  The most important interactions I'd like to show will be lighting the torch and lanterns, stopping for a short gaze-activated puzzle, having ghosts follow your lanterns, and then reaching their destination and sending the lanterns off.  I'm hoping to get them all in!