PortfolioOld

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.

Hexagone

Hexagone

Hexagone is an action-strategy game for Android and iOS. This game represents my efforts at reducing gameplay into the simplest of concepts and producing a polished set diverse set of gameplay challenges from a simple ruleset.

Solenia

Solenia

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

Solenia

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

Collect The Corn

Collect The Corn is a 2-D platformer for Windows. It was an experiment by me to explore the concept of a casual exploration-based environment with no death or significant penalties. It was a venture in developing an interest curve without many of the tools we usually employ in games.

Sliced Bread

Sliced Bread

Sliced Bread is an auction card game for 3-4 players. The game uses a simple set of mechanics to deliver an engaging social experience. It is a game that encourages players to interact with each other, rather than focus on the game’s ruleset.

Flip Farm

Flip Farm

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.

Galactic Fighters

Galactic Fighters

Galactic Fighters is a two player tabletop combat game. I made this game primarily to see what happens when I over-scope a project. I used the project as a chance to experiment with different physical interfaces, and ways to convey complex amounts of data. This was really a “for fun” project.

Farm Feud

Farm Feud

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

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

Halo 3

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.

Halo 3: ODST

Halo 3: ODST

Following the completion of Halo 3, I stayed on at Bungie to work on Halo 3: ODST. This was the first title I worked on from start to finish, which gave me great insight into the development and design processes.

Halo: Reach

Halo: Reach

Halo: Reach was the third project I worked on at Bungie. While still a Test Associate, my responsibilities increased to include tool development, team management, and training. This project was an opportunity I will always look back on fondly.