Game Jams

The below games are projects I worked on for the The Global Game Jam with my friends and classmates. The GGJ is an annual game creation event open to the general public. Individuals and teams have 48 hours to create a game from scratch based on a prompt given at the start of the event. The limitations and short notice made these uniquely interesting and challenging to create.

screenshot of Infection: Bear Bird Turtle
Infection: Bear Bird Turtle (2012)

A platformer puzzle game about a parasite which controls animals to get to the goal.

This was my first Game Jam project, and my group opted to make a simple platformer with Gamemaker due to the 48 hour time frame. The player could use the strengths and weaknesses of the parasite, bear, bird, and turtle to solve puzzles and navigate the levels. My personal roles were focused on designing and implementing core features such as movement or unique level elements alongside testing.

screenshot of Existential Dread
Existential Dread (2013)

A simple 2D platformer about an electrician fixing a power outage while avoiding the darkness.

With only a few movement options and a lantern to buy time, the game was difficult despite its short length and straightforward premise. For this project I worked on the audio and assisted a friend with a home-made Java game engine, specifically with features like collisions and calculations.

screenshot of Lucernae
Lucernae (2014)

A top down adventure game about breaking a curse in a town.

In order to explore and solve puzzles, the player was able to change between physical and spiritual forms. Like the previous year's entry, I was tasked with audio and continuing to assist with the custom engine's features. Unlike the previous game, scope and technical issues left it in a less finished state.

screenshot of Curiosity
Curiosity (2015)

A game about survival and exploration on an island.

The intention was that the player would gather items, improve skills, and find a way off the island, but was left with very few implemented features in the end due to issues we had using Unity for 2D or merging features. For this game I worked on the core features such as movement and supported a few other students with their contributions as they learned C#.

screenshot of Misologue
Misologue (2016)

A game where the player makes their way through mazes and performs rituals.

At the start of each level the player was shown the items for a ritual and needed to find them in maze before escaping to place them on altars. The mazes were procedurally generated, and while in the maze the player needed recharge their light at lamps or lose the game if it became too dark. Naturally this ended up a very difficult task, and the player did not have immediate feedback on failed rituals resulting in a loss even if they reached the end of the last level. The game was made with C# in Unity, and this time I was in charge of virtually all of the gameplay features and scripting.