There are too many games, so why make more? Because sometimes it isn't about making money, it's about evoking a personal feeling that resonates with someone.
My favorite games, Hollow Knight and Outer Wilds, changed my life in meaningful ways by allowing me to connect with others and find my true passion. Unique feelings like that are worth chasing.
That's why I like to experiment with weird ideas, like UI that becomes part of the playing space or multiple web-tabs of a game interacting with each other. Taking a simple yet captivating idea and discovering new ways for players to express themselves is what makes my process stand out, but my experiences do as well.
In my first 4 years of hands on experience coding, designing, innovating, problem solving, collaborating, and leading - I've produced some noteworthy results:
GMTK winner (20 winners out of 6500 entries)
Over 160K views on itch.io
Games on well known game sites like Cool Math Games
Recognition in the millions on Youtube and Twitch
If you want to see what I can do, I've curated some of my best finished products for you to check out, or you can continue to read about my design philosophy and processes below.
Every game has a purpose, but only some fill a NICHE:
N - New: Every great game starts with a new idea, something compelling enough to justify it's existence.
Concepts: Market Gap, Unique Selling Points, Player Fantasy
I - Intentional: Games are crafted experiences, so be intentional with what is included. A feature must meaningfully contribute to the intended feeling.
Concepts: Scope, Core Pillars, Prototyping, Thematic Cohesion, Tone
C - Charted: Whether it be a UML diagram, world map, dialogue flow chart, or task list, every idea needs to be organized and visualized.
Concepts: Workflow, Scalability, Documentation, Feature Breakdowns, Systems Mapping
H - Honest: Every idea should be cross referenced by an honest and unbiased, outside opinion to determine its true appeal.
Concepts: Play testing, Feedback, Data-Driven Design, Market Research, Accessibility
E - Execution: For a game to be successful it needs both a great idea and a clean execution because at their core, games must be enjoyable.
Concepts: Quality Assurance, Robustness, Performance, Visual Appeal, Game Feel
After I prototyped mechanics for my first puzzle game, I whipped out the trusty pencil and paper to mock up some potential levels.
When I have an idea I think might be good, I like to make a visual prototype for it to see how it might work practically.
I put a lot of thought into my map design, considering potential paths the player could take and how those experiences will differ while also leading them to the intended location without holding their hand too much.
For this game, where you can grab and attach random objects with different functions to each part of your body; I wanted to prototype some claws to see how fun it was. As you can tell, it was a bit clunky and needed work.
Before implementing UI, I always draw a mockup and cross reference with someone to see if they understand it. UX is essential.
I like to do some more artistic sketches help with level readability and composition.