I have been making games since the spring of 2011. This page is divided into two sections – Games and Experiments. Games are projects that took a longer period of time and have more polish. Experiments are shorter games made for jams or made while learning new tools. Many experiments have links to their source code.
Strafebux was made for the 2014 Global Game Jam. It's heavily inspired by Counter-Strike surf maps, and features a first person movement mechanic that resembles a simpler version of bunny hopping. The jam's theme was "we don't see things as they are, we see them as we are." Read more about the game here.
Catchphrase Cowboy was made for Ludum Dare 28. The theme was You Only Get One. I tried being as creative with the theme as possible, and I'm pretty happy with how it turned out. This was my first real venture into Twine and I can see why so many people love it.
Agency was Team Semantics' entry into the Chicago Game Jam that took place in September, 2012. The theme was "the goal is to lose." Lyndsey Moulds made the art, Nicholas Cassleman did the writing, and Andrew Mortega did the music.
Firestarter is Team Sweeeet's first-place-winning entry in the Chicago Game Jam. The jam took place over 24 hours and was held at the Toy Studio. Team Sweeeet consisted of Jay Yearly and Gerald Kelley on art, Andrew Mortega on music and sound, and Ted Molinski and myself on code. Ideation and design were a team effort. The player's goal is to burn down as much of the city as possible without being caught by the firemen.
August 2011 — Escape(ism) is a game made for Ludum Dare 21. The theme of the competition was escape. This was my first Ludum Dare entry.
June 2011 — Drone is a music game created for the Art and Technology class at the University of Wisconsin - Madison in the spring of 2011. The game attempts to be something like an interactive music visualizer. The song is Drone by Panda Bear.
May 2011 — Buckingham is a game created for the second Punkweek (a Flashpunk game jam) competition. The competition lasted one week and the requirements were that your game had to feature a small player in a huge world, and that your character had to “be the evil one”. Competition restrictions were that you could only use the keyboard and only have gentlemen characters.