Thank you for your interest in my portfolio. Below is a collection of professional, student, and personal projects I have created and been a part of. Most games have the full version available for download. Physical games have their assets available for download.
Solenia is a “space resource trading game” for the Android platform. It was the first game I created using the Corona SDK and Lua language. While I’ve had extensive experience developing mobile applications before, I welcomed the challenges of developing a menu and data heavy game on a mobile device.
Blox Farm is a puzzle game for Windows. Originally, I made this as a way to learn DirectX, but later rewrote it and polished it into this refined version, written in Zero Engine. It demonstrates basic principles of teaching players rules and strategies, while maintaining a proper interest curve and player feedback.
Collect The Corn
Flip Farm is a children’s board game I made at the DigiPen Institute of Technology. The project was to create a race game, where players use some sort of randomizer to reach the end goal. I took this as a challenge to create an engaging and balanced game that was simple enough for young children to play.
Farm Feud was a project for a game design class. The assignment was to create a single player combat game with a strict (and intentionally broken) ruleset that was provided by the instructor. The challenge for me was to work within this ruleset to create a map that was challenging and engaging to the player without becoming too difficult.
Mercenary Combat Simulator
Saxton Hale’s Mercenary Combat Simulator is a board game adaptation of the first person shooter Team Fortress 2. It is my attempt at faithfully representing an existing IP in a different medium. It is my attempt at faithfully representing an existing IP in a different medium that retains the core thematic and mechanic elements of the source.
Halo 3 was the first professional title that I worked on. I was brought on as a Test Associate to work on Title Update 2 and DLCs 3, 4, and 5. This project has been one of the most influential and educational experiences of my life. Real-world experience on a commercial product simply teaches in a way that a classroom never can.