Professional Projects

Star Wars Rebels Recon Mission

I was the Creative Director on this project.  I delivered the pitch for the project.  I lead the initial team to prototype the concept as well as overseeing the project from a day-to-day aspect.  My role was to over see the design from the ground level as well as working with our IP and publishing partners, Lucas and Disney Interactive.  In the evenings, I moonlighted as a programmer on the project, working on improving the Helios Engine, workflow, and quest system.  I also built a level for the game.

Get it on:   ( iTunes | Windows | Android )


Uncanny X-Men: Days of Future Past

Get it on:   ( iTunes | Windows | Android )


Bar Star

Bar Star Was a top-down, time management game.  From a design perspective, it was the game I was most proud of.  This was build mostly in my spare time before I started Glitchsoft. 

 


He-Man - The Most powerful game in the Universe

As with many of my other projects, I wore many hats during the production of the most powerful game.  My primary role was Creative Director and Designer.  I built the pitch deck in responce to an RFP for the project.  The deck included, a high level vision document, budget and project plan.  I was responsible for day-to-day interfacing with the Mattel and worked closely with their Producer and Brand Managers.  Early in the pre-production I focused on updating the game engine and established the quality bar by building and programming the initial playble of the game.  During production, I managed the development team of 4 programmers, 2 artist and part time level design and sound engineer.  I was also responsible for blocking and scripting 2/3rds of game's 35 levels.  During the beta phase, I worked closely with the testing team, marketing and our publisher, Chillingo.  We built the game over 10 months to much acclaim.  The game was a top downloaded paid game, and was awarded Apples Editor choice and All Time Favorites. 

Get it on:   ( iTunes | Windows | Android )


Phase 10 Remastered







Adventure Hearts


 

Scattergories Blitz


Passport Rummy


 

Phase 10 Mobile

I was the producer on this project.  It was initially built as a feature phone game but porting over to touch phones once following the launch of the iPhone.  We built this game for Fundex Games shortly before Phase 10 was acquired by Mattel.

Get it on:   ( iTunes | Windows | Android )



Destructopus - Total Rampage

Role - Designer and Developer

Casual side scroller.  We wanted to design a game where the player control as a very large avatar ( relative to screen size).  We also wanted to deliver some social commentary, with humor, on the the state of the environment.  The game was built very quickly but we went through a long prototyping phase where we zeroed in on a core mechanic.  The game was small in scope but we wanted it to be ambitious in its design. As we pushed forward on the prototyping, we fell back to more and more standard game design idioms.  The game when through several major format changes and what we ended up with was very different hat the initial concept.  The game was very well received and had an amazing sense of humor and building destruction engine. 

Get it on:   ( iTunes | Windows | Android )


 

 

Star Marine - Infinite Ammo

 

Get it on:   ( iTunes | Windows | Android )

 

Implemented from a Proprietary Engine I wrote in C++ and Java (Helios 2). Physics used Box2D.

Top action game on Apple App Store listed by various publications (Slide2Play.com) and others.


Ka-Glom

This was a port of the BREW version.  It was also our first iPhone project way back when.  We had to re-implement our raster based graphics API on top of OpenGL ES.  I served as the Producer on this project.

Get it on:   ( iTunes | Windows | Android )


Personal Projects

To Be Announced

Pigeon Panic

Robot Game

Sector 013