These games were created by online team members in HomeTeam GameDev. We're a community of around 100 people making games together remotely since October 2015. Each quarter we tally which members participated at least 2/3 of the weeks during those 3 months. We refer to these consistent contributors as "Game Changers."
Click on any name to learn more about that member's progress in learning game development. Anyone can apply to practice game development with HomeTeam GameDev.
Current Game Changers / Consistent Contributors:
More than four years -
24 quarters: H Trayford
22 quarters: Vince McKeown, Randy Tan Shaoxian
Four years or less -
16 quarters: Ian Cherabier, Tyler Funk
15 quarters: Stebs
13 quarters: Cassidy Noble
Three years or less -
12 quarters: Luis Montaña, Patrick McKeown
11 quarters: Armando Navarrete, Michael Monty, Rodrigo Bonzerr Lopez, Grygoriy Kulesko
9 quarters: Barış Köklü
Two years or less -
8 quarters: Ryan Malm
6 quarters: Syed Daniyal Ali, Neil Urwin
5 quarters: Kyle Knutson, Dan Dela Rosa
One year or less -
4 quarters: Christian Gabbianelli
3 quarters: Jason Timms
2 quarters: Justin Montgomery
1 quarter: Kelly Mark, Alex Joiner, Marvin Chong, Elizabeth McMahill, Jordan Johnson, Trevor Morrisey, Vitor M
Former Game Changers:
16 quarters: Klaim (A. Joël Lamotte)
15 quarters: Michael Fewkes, Tyler Allison, Charlene A., Vaan Hope Khani, Brian J. Boucher
14 quarters: Gabriel Cornish, Jeremy Kenyon
11 quarters: Caspar "SpadXIII" Dunant, Jeff "Axphin" Hanlon, Kornel, Ashleigh M.
10 quarters: Gonzalo Delgado
9 quarters: Bilal A. Cheema
8 quarters: Patrick J Thompson, Terrence McDonnell, Simon J Hoffiz, Fahad Muntaz
7 quarters: Jonathan Peterson, Patrick Moffett, Andy King, Jaime Rivas, Brian Nielsen, Will McKay, Justin Chin
6 quarters: ClayTaeto, Rémy Lapointe, Jeremiah Franczyk, Alan Zaring
5 quarters: Johan Östling, Nicholas Polchies, Kyle Black, Michelly Oliveira, Philip Greene, Liyi Zhang, Muhammed "EyeForcz" Durmusoglu
4 quarters: Chris Lange, Vignesh Ramesh, Roc Lee, Cooper Willis, Jared Rigby, Sergio Ferrer, Rob Tunstall, Allan Regush, Rohit "n4rwal" Kumar
3 quarters: Brandon Paul, Kise, Dan Lazar, Abhishek @akhmin_ak, Anthony Juarez, Praneil Kamat, Cameron Button, Chris Markle, Simon Donohoe, Bjorn The Fire, Antti L., Colton Henderson
2 quarters: Erik Verlage, Jeremy Jackson, Trenton Pegeas, Rami Bukhari, Andrew Mushel, FightEXP, Chad Linthicum, Evan Sklarski, Drew Beardall, Filipe Dottori, I-wei Chen, Marcel van Dijk, Carl Hughes, Andrew Hind, Ryan Cahela
1 quarter: Dominick Aiudi, MrPhil (Philip Ludington), Joshua Yee, Tor Andreas Johnsen, mike dg, tiago.dev, Luke Piazza, Daniel Xiao, Derek Miranda, Himar Gil Hernandez, Tyler Pelaez, Zac Bogner, Rikard Åkesson, Maimi Boucher, Rutger McKenna, Carson Sanders, Catherine San Luis, Lexi "LexiGameDev" Kunkel, Cyriel De Neve, Thomas Brandoli, Ygor Dimas, Trolzie, Brian Dieffenderfer, Daniel Viruet, NotNaut, Nic Barkdull, Samuel Axon, Ryan Young, Ryan Kevin Atienza, Erin Weaver, Paul Naser
Though we build games in HomeTeam, we are not a studio, so making the best games we can is not our top priority. HomeTeam exists to help members practice and get practical training, as well as hands-on experience on original team projects that release on schedule. The freeware games below are a byproduct of how our members are exploring and developing their potential year-round.
We'd also like to acknowledge our Community Ambassadors: Chris Lange, Vaan Hope Khani, Klaim (A. Joël Lamotte), Michael Fewkes, Simon J Hoffiz, Johan Östling, Patrick Moffett, Gabriel Cornish, Abhishek @akhmin_ak, Ashleigh M., Cassidy Noble, Tylor Allison, Jared Rigby and Michael Monty
Developed Aug 7-Oct 30, 2022
Project lead, core gameplay, interactive tutorial, custom level editor, automated tests, collisions and terrain handling, dog and bopeep behaviours, end-level lorry/truck sequence, UI, key and button navigation, mobile/tablet support, game music, tile art (base field, ditch), art (bopeep, ramp), level design, scoring and stars, menus, event visual effects (particles, pen fence/gate, call, bark-lines), sounds (lorry-driver), hookup of event sounds, bug fixes: Patrick McKeown
Animated sheep menu backgrounds, decal (flowers, grass, hoofprints) overlay decorating field, tile art (forest, bend, lake, conveyor), tooltip for arrow-keys and integration, sounds (baa with ambient and pen hookups, dog woof), drop shadow for menu text, end-level victory music and integration, sound bug fix: Christer "McFunkypants" Kaitila
Sheep face, tile art (muddy/stuck), menu return sound, guidance on hat movement, scaling canvas, grass art, and end-level road scroll: Chris DeLeon
Rogue dog sprite art, UI button graphic with down pressed version and integration: Gonzalo Delgado
Credits scrolling and refactored text display, maximum score calculation, quit button, early hat wrap, default debugging text: H Trayford
Lorry/truck art (blue and red), hat sprite art, time in-level display: Vince McKeown
Goal/pen tile art: FightEXP
Explained algorithm for sheep roaming: Tim Waskett
Canvas scaling (for phone screens) code from HomeTeam game "Accidental Personal Confusion 5": Nicholas Polchies
Touch event handling code from HomeTeam game "Irenic": Caspar "SpadXIII" Dunant
Playtesting: Klaim (A. Joel Lamotte), Rodrigo Bonzerr Lopez
Developed Oct 17-Jan 30, 2022
Project lead, core gameplay, main input handling, room rotation system, shooting enemy functionality, healing cooldown, map system, dialog system, assorted bugfixes, door functionality, block pushing, laser sword, story integration, dash indicator, boss mechanics, menu, co-level designer, enemy spawning, powercell icon, map fog of war: Will McKay
Forklift enemy (model, texture, functionality), floor textures with variations (x5), wall variations, player model/textures/animation, shooting enemy, strong enemy, boss (art, sound, visual effects), activation switches, patrol GUI, AI refactor, laser coil effect, enemy alert exclamation, animation transitions, combo attack, energy shield, backpack thrust, energy cell, shield/dash UI, player hit sound, attack tuning: Johan Östling
Story (game intro, boss intro), game title, most item descriptions, gold key 2d art, switch flip sound, support beam and column props: Abhishek @akhmin_ak
Music and related integration (main, outer ring, boss, and audio system): Michael Fewkes
Co-level designer (starting room, 1-1, 2-2, 3-1, 3-2, door connections): Ryan Young
Moving room navmesh improvement, assorted bug fixes: Evan Sklarski
Key, warning strips, crate, rock debris, steel door: Christer "McFunkypants" Kaitila
Forklift attack/damage particles, ramp model, compiled credits: Chris DeLeon
Item description for health pickup: Jonathan Peterson
Old computer model: Filipe Dottori
Gear model: Nic Barkdull
Developed Oct 31 -Jan 23, 2022
Project lead, core gameplay, AI waypoint system, main track editor functionality, minimap, main level design, core collision system, real-time spatial debugging visualizations, asset integration, surface backgrounds, calculating relative vehicle places, menu with scrolling background image, custom font selection: Ian Cherabier
Audio manager, dynamic doppler sounds, relative sound source panning, engine sounds, sound mixing: Michael Fewkes
Background music, stun bomb functionality and track pickup, smoke trail, player shots, stun effect animation, sounds (e-bomb, pickup), waypoint authoring improvements, spiral level track: Stebs
Light rider and dark traveler ships, graviton shield animation, e-bomb art, palm tree sprite: Gonzalo Delgado
Track cached rendering optimization, decal system, assorted decal effects authoring, light trails, track editor UI buttons, streetlights and rubble decorations, font fix, credit renderer: Christer "McFunkypants" Kaitila
Speed-based zoom, countdown at start, lap indicator, laps as part of level data, pause toggle: Randy Tan Shaoxian
Level fade transition effect, decal optimization, circle-circle collision support, debugging cleanup: H Trayford
El Dorado comet slider art: Ashleigh M.
Camera rotation interpolation: Tyler Funk
Playtest and feedback: Klaim (A. Joël Lamotte), Luis Montaña, Rodrigo Bonzerr Lopez
Developed Oct 10-Jan 23, 2022
Project lead, core gameplay, player movement, color palette, graveyard level design, enemy AI, design and animations (warlock, master warlock, zombie), weapon scripting, abomination improvements, church background, spikes, camera tracking improvements, debugging cheats, healthbars, checkpoints system, web compatibility fixes, assorted asset integration: Luis Montaña
Blue and green ghosts, boss explosions, fireball animation, additional graveyard decorations, art scale adjustment, ghost sound effects, ghost projectiles, mini boss enemy (art, animation), flying bat, dash sounds, abomination boss sound and explosion, warlock laugh: Armando Navarrete
Warlock retreating behavior, warlock eldrich blast attack, zombie sounds (idle and alert), shot collision fix: Stebs
Spooky tree art, atmospheric background particles, graveyard additional enemy placement, AI alert icon improvements, background variations, sounds (shoot and bullet hit): Gabriel Cornish
Title music, boss music, level 1 music, zombie audio mixing: Rob Tunstall
Skeleton sprites, wobbly skeleton animations, exploding pile of bones, flame bullet, zombie ragdoll, particles (decorative dust, rotten brainz, background fog), glowing red eyes, tutorial prompts, titlescreen juice: Christer "McFunkypants" Kaitila
Zombie colliders, additional level design, wall jumping fix, initial camera follow script: Nic Barkdull
Initial title screen scene, placeholder logo, scene loader started: Brandon Hillig
Gamepad instructions, gamepad shoot/dash bindings, gamepad tooltips: Tyler Funk
Developed May 16 - Oct 10, 2021
Project lead, core gameplay, spawn system and related custom editor, crude underlying game engine (AABB collision, animation, graphics layers, entity management), lava dragon boss functionality, initial version of powerups, enemy AI, two player support, second player AI, ground waypoint patrols, stars/lava backgrounds (not including rocky crust), moon depth map (final), adjustable shot length code, additional integration and misc. bugfixing, background animation support (used for lava and space), volcano: Chris DeLeon
Level design (all stages), implementation for octopus boss and mega frog boss, level select stage art, powerup distribution authoring, level select hover effect, randomized player ghost colors, laser shot tuning, debug health cheat, level transitions after bosses, clearing of scene for boss fights, death counter for testing, shot visibility improvements, powerup decay timing, boss health bars, hit flash boss fixes, better player respawn, lava boss phase escalation: Michael Monty
Parallax background heightmap effect, real-time distortion ripples, retro cluster explosions, higher detail player sprite, Island stage background, wiggling tentacles, better enemy bullet graphic, player soft reset, spawner bug fix, webaudio compressor, procedural ground unit spawn (used for testing during development): Ryan Malm
Level music (Space, Lava), space level boss (art, design, and code), player speed powerup feature, smaller alien enemy, multi-stage boss support: Armando Navarrete
Logo, combo system, pixel font, scoreboard animation, high score storage and display, gamepad support, hit flash for enemies and bosses, rocky crust for lava level, destroyable buildings, ripple tint, speed trail, title clouds/background/details, powerup timer bars, support for non-server testing: Christer "McFunkypants" Kaitila
Level music (Island, Moon), score system, music integration, powerups cheat, level selection text improvement: Justin Davis
Player graphic tilt while dodging, bomb sight dynamic prediction, player temporary invulnerability flash and related functionality, early level select menu fixes, debug cheat key implementation, help menu bug fixes: Randy Tan Shaoxian
Octopus boss art, defensive ring feature plus related art, original boss spawn implementation: Sergio Ferrer
Moon stage background, alien drone, laser shot, sounds (shoot variations, splash, dive, croak), shadow clone powerup, original waves background test, midboss plane prototype (unused), moon depth map prototype, adjustable shot length art: Jeff "Axphin" Hanlon
Various enemy sprites (Dimo, Azmo), surface track editor improvements, frog tank / turret automatic selection: Vaan Hope Khani
Controls help menu, laser powerup collision improvements, initial title screen, original loading screen, text for level select, laser testing cheat: Stebs
Enemy health, spawning bugs fixed, ground culling fix, level switch issue repaired: Barış Köklü
Fire dragon head graphic, octopus boss laser source fixes, Firefox compatibility fix: Eddie Ward
Ground space frog, early moon and space level editing: Patrick McKeown
Powerup art (multishot, extra bomb, shadow clone), swooping Pineapple enemy: Ashleigh M.
Explosion bug fix, different depth map per state: Kyle Black
Flying enemy spark, frog tank sprite, level editor access to segment spawn width adjustment: Cam Newton
Player 2 controls, ground enemy fire, level debug skip functionality: H Trayford
Fire snake sprite: Rodrigo Bonzerr Lopez
Fire dragon head contrast improved: Gabriel Cornish
Alternative player 2 sprite: Jonathan Peterson
Intro story text: Abhishek @akhmin_ak
Initial sound functionality: Michael Fewkes
Practice commit: Guillermo De Leon & Tim Chase
Developed Mar 12 - May 14, 2023
Project lead, core gameplay, player and camera behavior, visual direction, skyscrapers, death / game over scene, flight sound, health system, floor grid: Ashleigh M.
Canyon level, title screen, logo, arches, sky color, camera clipping fix, additional wireframe material effect development, player collision improvement: Christer "McFunkypants" Kaitila
Wireframe material effect including barycentric coordinate baking, sound randomization support, additional collision sounds, canyon level collision fixes: Johan Östling
Character model with animation: Chad Linthicum
Boundary enforcement, speed tuning, object visibility bug fix: Justin Chin
Music: Klaim (A. Joël Lamotte)
Sounds (player death, obstacle collision): Patrick McKeown
Compiled credits: Chris DeLeon
Developed May 30 - July 25, 2021
Project lead, original board game design, core gameplay, computer player AI and related optimizations, piece art, table art, win and lose conditions, sounds: Vaan Hope Khani
Tutorial integration, menu toggle, instruction improvements, tooltip correction: Farah R
Input refactor, UI fixes, reset button, button graphic, turn change: Vince McKeown
Debug display, goal tile contrast change, AI help, turn menu options: Chris DeLeon
Dashboard layout update: Patrick McKeown
Team letter indicator: Filipe Dottori
Playable in-browser, or download the apk to sideload on Quest VR
Developed Apr 18 - July 18, 2021
Project co-lead, core gameplay, VR optimizations, VR & webGL control methods, crosshair, target launcher, city scape ambient sounds, explosions, laser sight, assorted models (core/initial city buildings, bush, clouds, tree wall, guard rail, streets, office, shop, cars), base slow motion support, muzzle flash update, VR reload tweak, assorted bug fixing, road traffic, green duck, moon terrain changes, difficulty progression tuning, level endings: Ryan Cahela
Project co-lead, models (animated duck, gun), cloud placement, base muzzle flash, spline bird paths, audio system, main audio (spatialized quacks, flaps, gunshots, duck death, nature, wind, reload, space ambiance, egg attack), adjustable flight time, collision adjustment, basic health system, cartridge reload system, game event system, object pooling, dry fire, level win/lose manager, duck dive bombing attacks, egg destruction, distance-based scoring, purple duck, shot spread, moon level, text fix, VR pause support: Roc Lee
Art (additional city buildings, truck, balcony, grass model, duck egg, mothership egg, earth and moon), grass system, core UI, mouse input fix, fonts selection and integration, main menu, lose screen UI, fog, city health billboard: Philip Greene
Menu music, city jazz music, slow motion score event, gun reload, scoring fix, minor bug fix: Filipe Dottori
Pause menu, score pop up and animation, power up system, debug system, bug fixes, level 3 difficulty progression, additional flight paths in levels, difficulty tweaks, score distance color cue, slow motion powerup: tiago.dev
Player score sign, flight paths, duck spawn script, health bar: Will McKay
Compiled credits: Chris DeLeon
Developed Sept 11-Nov 20, 2022
Project lead, core gameplay, main dice action and movement behavior, tile pushing, roaming object, sky and stars, happy tree, additional planet, detailed box model, UI, menus, lvl background music mike dg: Better cursor interaction, assorted bug fixes (red dice behavior, missed click handling, removal at character position): Rohit Narwal Kumar
Roll count, Remove tile mechanic, sound (tally, dice hookup), additional vortex effect, improved loading, Better code structure & clean up, improved roll: Kyle Black
Music: Rodrigo Bonzerr Lopez
Satellite model: Fahad Muntaz
Black hole vortex effect, tile drop sound: Christer "McFunkypants" Kaitila
Planet move sound, ringed planet model and texture: Chris DeLeon
Developed June 6 - Sept 26, 2021
Project lead, core gameplay, JRPG battle/spells/leveling system and related authoring, most character (student, professor, and monster) models and animations unless otherwise credited, non-procgen environment layouts, UI functionality, friendship and lectures/exams writing and systems, character party change feature, minibosses and bosses, many bug fixes, main writing except where noted below, passage of time calendar and related systems (club, friendships, and sleep), scene transitions, various decoration models in the castle and dungeons, hallway students, stat tuning, save and load, locked door descriptors, fail state handling, progress locks, dungeon cutscenes and theming: Cassidy Noble
Procedural generation of all dungeons (hospital, city, boat, clouds, courthouse, and forest), including treasure, enemy, exit, and advancement portal placement, all music (including exploration, every battle song, dungeons, friendships, and all other scenes), FMOD integration and related audio functionality (transitions), assorted bug fixes, portal spawning: Michael Fewkes
Wendigo model and related animations, skull biker (model, animations, implementation), system-wide font replacement, occlusion data, fixes to z fighting, tile and floor patterns, static environment optimization, worldspace shader adjustment with related environment material assignments, improved the moon, door script interaction fix, staircase lights, second floor lighting touchup: Tyler Funk
Randomized bookshelf, worldspace shader with rock/wood materials, gothic pillar wall, chalkboard, fluffy cloud effect, Harper's Cloud Castle area, magical pause buttons, chandelier, public domain paintings integration, house logos integration touch up, star and cloud skybox, lighting and related material adjustments for baking in majority of scenes, stone door arch, UV mapping of assorted meshes for lighting, title screen background scene, title menu improvements, optimizations, floor torches, font selection, dungeon tutorial system: Christer "McFunkypants" Kaitila
Item and battle inventory implementation, store functionality, chest functionality, chest reward notification, recovery items for magic and health, inventory bug fix, pause menu: Luis Montaña
Friendship related scene animations, props, and implementation of Rhys, Harper, and Jameel: Ian Cherabier
Sounds (Takuhe, Chupacabra, Menuhene, Chessie, Bigfoot, Jackalope, Loveland Frog, Pukwudgie, Van Meter and Salem Witches) and related implementation: Rob Tunstall
Name entry screen improvements, improved debug functionality, controls menu, tips for tutorial, playtesting notes, stone step integration, UI click sound hookup, door audio, classroom dialog voice (wah wahs), wand sound: Stebs
Models (picnic table, basic and fancy stairs, chair decoration, altar, additional fountain, candelabra): H Trayford
Cauldron smoke effects, title screen, timeline fade, button animations: Brian Nielsen
Classroom and treasure chest for Charms class, tower for outside castle: Gabriel Cornish
Navmesh movement system: Batu Aytemiz
Rain effects, hospital models: Trenton Pegeas
Lyle and Specter Dialogue, Skye Dialog Tree: Jeremiah Franczyk
House logos: isogramc
Fountain model: Muhammed "EyeForcz" Durmusoglu
Developed Aug 15-Dec 12, 2021
Project lead, core gameplay, objectives system, AI, level design, main writing, story presentation, costume change mechanic, characters, line of sight and patrol logic, environment interactions, lockpick system, level transitions, additional environment and prop models (incl. office desks, jail beds, bar, office exterior), heartbeat sound, bug fixes, alarms, scoring system, tutorial, outline shader, interaction highlight, font selection and integration: Antti Lipsanen
Models (forklift, shipping container, chain link fence, van, garbage truck, fancy car, food truck, workbench, industrial machine, slot machine, crate), mute toggle: Michael Monty
Mouse movement, lose music, level manager persistence, initial player animation states, main menu functionality, scene loading improvement, pause feature: Fahad Muntaz
Minimap, door unlocked / camer hacked UI effect, environment UV lightmapping, models (bulletin board, lightswitch, wall outlet, picnic table, poster, doormat, assorted props), decoration placement: Christer "McFunkypants" Kaitila
Models (cubicle, cabinet, fax machine, tray, betamax rack, CCTV set, door, wall safe, street kiosk, luxury car), guard voices, wall materials, sounds (run, safe, shuffling), main menu background scene, button style, doors vanish when opened: Chris DeLeon
Audio (door lock, security cameras, walkie talkie beep, additional walkie talkie voice, mission 1 story initial draft): Rodrigo Bonzerr Lopez
Models (office chair, security camera, 2 poker table styles, craps table): H Trayford
Streamlined internal scene testing process, set up player action interactables list: Sabir Foux
Developed Jul 18 - Sep 5, 2021
Project lead, core gameplay, enemy AI pathfinding, base HUD, original tileset, level design (including tutorial), turn system, sounds (coin, chest), transition effects, chest destruction, dialog system, palette, assorted bug fixes, timer, game over screen: Gabriel Cornish
Sprite animations (player, enemy, princess, old man), tilesets (lava, ice), additional integration support: Daniel Song
Pixelart logo, title particle effects, tiles (stone floor, grass), crisp sprite edges, level number, new font, header animation, intro GUI, narrative setup, town level: Christer "McFunkypants" Kaitila
Player footsteps sounds, start accept dialog, extra time sprite, camera shake, dialog box improvements: Tyler Funk
Music: Michael Fewkes
Level 2 design, testing feedback: Nic Barkdull
Intros and additional writing: Drew Smith "Nameless"
Dungeon tiles: Jessica Dominguez
Walking animation sprite flip, static idle animation improvement, shake bug fix: Charlene A.
Screen wipe sound: Rob Tunstall
Getting stuck bug fix after talking: Randy Tan Shaoxian
Mute/unmute functionality: Ben Stone
Autoload for scene switching: Kyle Black
Developed Feb 28 - June 20, 2021
Project lead, core gameplay, overall plot, dialog editing, main art (characters, environment, items), majority of dialog and inventory code, combat score system design, initial save/load support, NPC wander, sword animation, outfits, story quest props, character naming, history research, end of game illustration, forest and shine layouts, destroyed village design, chapter titles, item descriptions, oversaw playtesting, numerous bugfixes: Bjorn The Fire
Majority of in-game writing, additional playtesting: Cassidy Noble
NPC sprite template parts, Torii arch/gate, blinking animations, falling tree leaves, sakura blossoms, assorted environmental prop art & placement (150+), windy grass, flowers, bugs (dragonflies and butterflies), shadows, dust effects, font selection, start of title menu, undergarment upgrade, fire effects, GUI proportion and position adjustments, save/load assistance: Christer "McFunkypants" Kaitila
Village elder granddaughter code, NPC follow, Daimyo movement script, sakura configuration repair, small animation fix, base of audio manager with related functionality (mute, volume slider): Luis Montaña
Father character code, father dialog and sake handoff, village level layout, inventory descriptions UI: Ryan Gaillard
Music (village, darker song), music manager, sync fix: Michael Fewkes
Komainu statues art, temple archway: isogramc
Pause menu, audio manager control hookups across scenes: Praneil Kamat
Custom cursor and related integration: Ian Cherabier
Title screen play sound effect, additional playtesting: Stebs
Additional playtesting: Jeff "Axphin" Hanlon
Pause functionality: Lane Watson
Special thanks for historical plot/item consultation: Joe Grifferty (non-HomeTeam)
Playtesting (external): Mau 'Xable' Segovia (non-HomeTeam)
Developed Nov 7-Jan 9, 2022
Project lead, core gameplay, cow, human, and enemy mechanics, waypoint system, modeling (vehicles, humans, buildings, environment decorations), level design, cutscenes, additional destructible objects and related placement, save/load, tuning, main menu, bug fixes, level lighting, credits: Cassidy Noble
UFO beam aim indicator, beam effect improvements, minor bug fixes, surrounding backgrounds (farms, desert, island, beaches), intro cinematic improvements (horizon details, light and shadow tweak): Christer "McFunkypants" Kaitila
Soundtrack, cow moo sounds: Michael Fewkes
Destruction script, damaged barn model variant, assorted explosion authoring (barn roof, tree, cactus, bungalow), explosion particle texture, various sound and visual effects, smoother cow lift implementation, various quality of life improvements: Chris DeLeon
Developed Nov 1 - Mar 21, 2021
Project lead, core gameplay, building and tile art, logo, palette, battle screen, mechs art, zoom functionality, pathfinding, map art, audio integration, dialog system, map editor, power meter, enemy AI, particles, save and load, Zareem and Guru body, Taja faces, assorted improvements and fixes: Bilal A. Cheema
Concept art, body and faces for Hulu, Jonah, and generic soldier, additional Guru and Zareem faces, level design (Great Divide): Kyle Knutson
Level design (maps 4, 5, 6, 7, two faction): Ryan Young
World music, main menu music, UI sounds, action sounds: Roc Lee
Zareem concept art and mock ups, stats screen flow, building and player count: Ashleigh M.
Level design (tutorial map 1, map 2, map 3), writing (level 1 tutorial, character power, win, lose): Justin Chin
Music loop for player CO: Alan Zaring
Rifle mech idle animation, case-sensitive fix: Gonzalo Delgado
Soldier sprites with walk and fly animations: Rutger McKenna
Help menu, button event support, skip to gameplay debug feature: Allan Regush
Audio on/off mute toggle buttons, additional case-sensitive fix: Jonathan Peterson
Question mark animation, improved handling of undefined errors: H Trayford
Handle mech HP reaching zero: Philip Greene
Developed May 29 - Sept 18, 2022
Project lead, core gameplay, boss behavior, level design, attack functionality, angel and enemy AI, custom editor (internal use only), dash feature, enemy projectiles, boss, magic doors, minimap, bug fixes, enemy who re-freezes angel, arrow art, enemy respawn behavior, help page, sound integration: Vaan Hope Khani
Angel sprites (stone and living), Item sprites (diamond, color gems, potion), assorted dungeon art (wall tile, door, additional floor tiles), animated shadow sprite: Luis Montaña
Main music: Rob Tunstall
WASD control, temporary invulnerability after damage, game scaling, dashing effect (prototype), Linux support fix: Randy Tan Shaoxian
Logo, fading motion blur effect, particle effects, wall collision fix, attack animation: Christer "McFunkypants" Kaitila
Floor variations, character facing based on direction, half heart UI support, wall sliding, wall corner and vertical variations: H Trayford
Player character with animation, hurt sound, boss fight song: ClayTaeto
Main menu, main menu bat animations: Stebs
Mute toggle, extra door art, lava implementation: Simon Donohoe
Small potion with art, pause toggle: Ian Cherabier
Lava floor tile, enemy hit sound: Gabriel Cornish
Canvas centered on screen, tile rotation fix: Winchy
Dashing bug fix: Chris DeLeon
Developed Feb 21 - May 2, 2021
Project lead, core gameplay, choice game engine, spreadsheet integration, art direction, majority of character card art, background pattern, additional writing, assorted bug fixing, initial splash screen, game over, hover button effect, screen transitions: Gabriel Cornish
Lead writer (about 80% of dialog): Cassidy Noble
Stats bars flash when low, NPC blinking effect, animated stat hints, text drop shadow effect, title card animation, advisor feature, random thank you messages, three additional NPCs, additional writing, week counter UI calendar styling: Christer "McFunkypants" Kaitila
Dialog editing: Lane Watson
Story for game shipping win state, start of scoring code: Vaan Hope Khani
Audio code, game music, audio barks recording and integration, card flip audio: Michael Fewkes
Two story cards, week counter UI frame: Simon Donohoe
Initial thank you quotes, additional ending text: Jeff "Axphin" Hanlon
Intern and veteran images: H Trayford
Developed Jan 31 - May 23, 2021
Project lead, initial gameplay, quest authoring, collisions, unvisited areas hidden, door puzzle functionality, instructions, main character code, reference gathering, object interaction, sounds (mana, health, doors, pot breaking, coin pickup, arrow collection), potions (mana, healing), art (ax dwarf with animations, coins, pot), pathfinding, drops (health, arrows, coins), slime enemy, debug cheats, audio code, trap damage, pickups (heart, bow), player health display, object runes, object carrying, Godwin, level design (water rooms, wind rooms, town interior connections), tiles (wooden floors, benches, altar, church parts, dresser, cabinet, bed, painting, money box, bridge), store NPC art (alchemist, fletcher), music integration: Vince McKeown
Asset system, enemy AI, expanded custom level editor functionality, sprite sheet loader, art (player sprite), grid system double door, tall sprite support, animation features, camera code, display optimizations, chest opening, collision improvements, entity definition tables, UI code, equipment menu, mouse control, melee animation, goblin loot drops, loot table, breakability, arrow attack, 9-slice support, dialog box system, button art integration, button frame colors, quest screen, text wrap, npc interaction, magic attacks, pit variants, particle systems, shops (alchemist, fletcher), healer interface, assorted bug fixes, wall traps, poison, reset button, chasm, elder NPCs, storyline setup, loading fade, additional level design and related art (incl. church, cellar, caves), gem respawn: Tylor Allison
Sprites (sword, fire wand, tunics, chest, heart pieces, goblins, windows, mana drop, button frame improvements, stairs, buildings, spear gate animation, burning village, majority of tiles), color palette, text draw code, basic map editor (core functionality, layers, painting), initial title screen, CSS style, font selection, level design (goblin cave, temple, entryway, dungeon design, fire puzzles), teleport, additional music (shop): Kyle Knutson
Dungeon music: Alan Zaring
New puzzle level, final dungeon, sounds (slime movement, player hurt, all goblin noise): Vaan Hope Khani
Sound integration, alternative floor tile asset: Grygoriy Kulesko
Breakable vase (sprite, destruction behavior, animation): Cam Newton
Dark wall tile and green growth variant: MrPhil (Philip Ludington)
Mana regeneration: Filipe Dottori
Compile credits, minor git state assist: Chris DeLeon
Practice commit: Robin Scott
Developed Apr 18 - June 27, 2021
Project lead, core gameplay, laser functionality, camera improvements, ground asset, testing/debugging functionality, initial laser visual, optimizations, assorted project organization to simplify collaboration, difficulty tuning, UX improvements for better game feel, raw sound samples, target hp display, UI styling, assorted bug fixes, turret roof animation: Grygoriy Kulesko
Asteroid model, bacterion model, improved laser visual, asteroid explosions, enemy spawn/wave system, heatwave functionality, sky background, heat UI, change to universal render pipeline, heat glow, assorted bug fixes, collision tuning, bacterion burning: Filipe Dottori
Auto turrets, bacterion functionality, bacterion orbs attack, asteroids motion and targeting, settlement HP functionality and related UI, end of round bonus, scrap currency, scrap reward popups, wave completion message, turret purchase and upgrade, upgrade tool tips, shield powerup and related upgrade support, responsive UI scaling, laser damage can be upgraded: Will McKay
Turret tower and related models/texturing/rigging/rigging, laser ball: Muhammed "EyeForcz" Durmusoglu
Sound fx manager, game events, start menu logic, game intro, programmatic animation, camera shake: tiago.dev
Laser sounds, powerup acquired sound, gameover sound: Vaan Hope Khani
Voxel city skyscrapers, heatwave visual, game over screen, compiled credits: Chris DeLeon
Pause menu: Rami Bukhari
Developed Jan 17 - May 9, 2021
Project lead, core gameplay and main engine code, base table functionality, Tiled map editor integration, ball/flipper physics, additional asset integration and assorted bugfixes, layout tweaks, multi-collider object support, planet bumpers with animation, table selection screen: H Trayford
Rocket/space table art (background, star animations, planet sprite, sputnik, rocket, space shuttle), forest table (background, base layout, tree walls, bananas, monkeys, planes), title control tips, ball reset, extra ball score goal, rotating gates (including related additional scoring functionality), target plane spawner, short flipper art, sky table layout variation, better selection arrow (flippers), scroll credits page functionality, menu screen wrap, banana sound: Sergio Ferrer
Atlantis table (including bubbles effect), start song, habitrail (art, implementation, placement), slot machine feature (art, implementation, placement, sounds), title image integration, pause mode, mute toggle, volume controls, ball loss, extra ball support: Fahad Muntaz
VAM Empire table (design, layout, asteroids, starfield, themed playfield components including sound), ball trail improvements, table state persistence, backlit letters with animation, collison and scoring updates, lane trigger updates, blocked sounds repeating too rapidly, additional flipper juice, minor reset fixes, team internal reference diagram, score multiplier feature, light bonus minigame, flipping card fix: Kyle Black
Background songs (atlantis, forst, space table, VAM empire), menu music (honky tonk song, game over), sounds (flipper, ball capture, ball strike, rollover lane), title screen image: Andrew Hind
Rails, plunger art, cloud background (top and bottom), animated bumpers, small bumper animations, 4 color variations for bumpers, font selection and related integration, cyclone animation, plane explosion, pluger animation: Ryan Lewis
Volume preferences save/load, variable canvas width support, additional animation support, game object base class, collision crash fix: Daniel Xiao
Shake and tilt detection, pause tint and tip, default key mapping: Christian de Miranda
Playing card art, card flipping effect, card integration: Brian J. Boucher
One-way gate colliders, plunger gate, game over scene: Benjamin Zigh
Score support, sprite animations, lives reset, restart feature, pause control tips: Vinzenz Sinapius
Score bonus debug cheat: Zarya Rowland Bintz
Initial z-order sort support: Himar Gil Hernandez
Pop bumper sound, full screen toggle: Tanner Chrishop
High Score displayed, High Score persistence across browser refresh: Ashleigh M.
Screen flash: Jason Harrison
Mute feature fix: Derek Miranda
Collision fix: Ben Stone
Cloud looping fix: Farbs
Rotated part alignment fix, compiled credits: Chris DeLeon
Practice commits: Filipe Dottori, Hamza Sehavdic
Developed June 19 - Sept 18, 2022
Project lead, core gameplay, player movement, camera behavior, vfx graph particle authoring (including sword effects and energy transfers), story concept, creation of NPCs and enemies, tree models, level design, mountain model, menus, organized playtesting: Justin Chin
Main theme music, world tree music, blue swordsman music, battle theme: Alan Zaring
Grass system with assorted experimentation to evaluate appraoches: Liyi Zhang
Sword swing and related authoring/tuning configuration: Syed Daniyal Ali
Home tree model, skybox, volume profile, borders for shadow cascades: Tyler Funk
Stream effect, boulder model and material: Christer "McFunkypants" Kaitila
Ambient resting music: Abhishek @akhmin_ak
Atmospheric dust effect: Chris DeLeon
Patrick McKeown, Klaim (A. Joël Lamotte), Rob Kayson, Cassidy Noble: Playtesters
Developed Oct 24 - Jan 9, 2022
Project lead, core gameplay, AI, sport rules design, environment and sprite art, camera movement, controller support, ability authoring, particles, boundary handling, match setup menus, asset integration, font selection, assorted bug fixes: Nic Barkdull
Original music: Alan Zaring
Sounds (water/fire/plant tackle, fire kick, menu sounds): Ryan Young
Pause functionality, quit button on main menu, movement bug fix: George Carter
Knock out sound, green character run animation improvement, volume slider: Abhishek @akhmin_ak
Start menu, animated logo, asset import fix: Kyle Black
Whistle effects, mute button: Christer "McFunkypants" Kaitila
Testing: Stebs
Developed Jan 24 - Apr 25, 2021
Project lead, core gameplay, player movement, camera code, player model, lighting, main environment design, original controls, inverse kinematics setup and tuning, animations, reactor, post processing, greebling, tunnel obstacles, cables, softshape workflow, shaders (vertex color/alpha, crepuscular beams, hologram, pulsing), additional integration: Andy King
Power room setup, door model and related integration, quality settings, interactive menu, input device detection, additional input experiments/tuning, assorted bug fixing, pause menu polish: Zac Bogner
Mute feature, thrust particle systems, powerup implementation, sequence puzzle script, improved animation support, initial options menu including sound mixer, pause key: Antti Lipsanen
Ambient music, sounds (drone hum, collision, menu button, door opening, cable drop): Andrew Hind
Music manager with example layers, music integration: Mark McCorkle
All dialogue scripts: Himar Gil Hernandez
Control panel model/materials, bulbous plant (concepts, model, UV): Tyler Pelaez
Door script: Sergio Ferrer
Test shelf: Ryan Lewis
Demo test scene: Ben Stone
Minor input fix, compiled credits: Chris DeLeon
Developed Apr 17-Aug 28
Project lead, core gameplay, main/smooth/roomscale VR controls, webGL/non-VR support, custom puzzle system with required part order, win detection, three droid designs including dynamic and spoter droid puzzle, transitions, level switching, lab design, table models (repair, circular, black glass), step sound, prop grab interaction, main menu improvements, integration for blender droid and tesla coils: Fahad Muntaz
Model for robot and related assembly guide book, updated bot screws, blender model and related notebook, notebook opening and hold behavior: Rohit Narwal Kumar
VR hand model alignment correction, teleportation support for improved accessibility, pause menu, snap vs smooth turn support, player collision improvements: Ashleigh M.
Laptop model with keyboard, level puzzle music (with second version), level 3 puzzle, tesla coil model, rock textures, robot arm, repair sounds, robot arm variants, toolbox models: Rodrigo Bonzerr Lopez
Start menu functionality, tool wall models: Raik Gunnar Bradley
Flask model, glass material, various glass models, beaker and graduated cylinder: Patrick Moffett
Concrete and wood textures, hand model, scene lighting, additional wall decorations: Chris DeLeon
Puzzle win sound: Jared Rigby
Developed Jul 26 - Nov 1, 2020
Project Lead, core gameplay systems, characters and environment art, animations, most UI functionality, story: Cassidy Noble
Music (battle, menu, main, and elsewhere), sounds, audio code integration: Roc Lee
Skyboxes (cloudy blue and red sunset), UI visuals, font selection, additional UI hookups and tweaks, QA testing: Andy King
Additional art concept sketches: Ashleigh M.
Announcer 1 (energetic) Voice Over: Justin Chin
Announcer 2 (serious) Voice Over: H Trayford
Compiled credits, additional support: Chris DeLeon
Special Thanks for code review and structure: Jonas Bötel
Developed May 10 - July 26, 2020
Project lead, main player animations, level layouts (1 - 3), game and level design direction and execution, camera tweaks, enemy biker animations, alien guard idle animation, core tile set - master spritesheet (bar / highway / area 51), low-res HTGD logo, initial sound effects (incl. pause and unpause / growl and taunt, laser sound effects, explosions and glass breaking), menu border tiles, font variations, collision box authoring, ducking code, item sprites, weapons (chain whip / wheel / handlebar), additional FSM transitions, assorted bug fixes, alien incubators, UFO spritesheet, player climbing and death animations, bar exterior art, enemy placement, enemy wall boss, score hookups, boss design: Jeff "Axphin" Hanlon
Project co-lead, base prototype, collision detection and responst system, tiled editor integration, menu system, UI code, font implementation, enemy (8 enemies) code, canvas scaling, camera movement and deadzone code, player movement, many bug fixes, parallax foreground and background layers, animation system, debug mode, credits display, audio implementation, volume change, stairs movement, multiple player states, level skip and powerup debug feature, optimizations, flying fist art and animation, enemy spit and bullet code, cutscene design and integration, win screen, jukebox functionality: H Trayford
Animations (player falling / thumbs up / idle, walking / and transitions), player FSM implementation, light wood tiles, assorted movement bug fixes, biker enemies animations (attack / walk / swig and spit), credits screen exit functionality: Gonzalo Delgado
Tiles (motorcycle / trash can / moon / stars), enemy mech boss design and animation, background music code fix, title screen sprites (incl. ufo), trash can placement, WASD support, gamepad and mobile touch support, alien mech sprite animations, alien mech code and placement, highway scroll smoothing: Christer "McFunkypants" Kaitila
3 Music tracks (main menu / Level 2 / Level 3), music bug fix: Michael Fewkes
Level 1 music: Alan Zaring
3 Enemy animations (flyer/crawler/chunky) and related code: Trenton Pegeas
Animation speed tweaks, sounds (player hurt and enemy damage), extra life pickup: Vaan Hope Khani
Mute audio with M key, player jump sound effect: Martina Natale
Level 1 tiles and props (pool table and several shelves): I-wei Chen
Cheat code system: Muhammed "EyeForcz" Durmusoglu
Practice commit: Michael Richards
Developed Dec 20 - Apr 25, 2021
Project lead, core gameplay, player movement, world chunk randomization, custom settings encoding, in-game UI, menu, asset integration, main level chunk designer, invincibility time, assorted additional obstacles, tutorial level pieces, ladder, sign translation: Praneil Kamat
Art (lamp with puddle, truck, van, ground piece, medium stall, 3 apartments, balcony), sounds (alert, button, jump, life, notify, slide, walk, climb, slide, dash, source chirp), menu music, seed-based score saving: Vaan Hope Khani
Background parallax, suburbs chunk with roof slope, bullet train, 4 level design chunks, particle effects (jump, land, wall grab, wall jump, dash), input tooltip hits, crows, obstacles (railing, stairs), level chunk debug workflow improvements, dash effect, suburbs sprites, menu improvements, lost homework papers: Christer "McFunkypants" Kaitila
Input manager, mobile touch support, mobile input art, crate prop: Ian Cherabier
Level chunk authoring (several easy variations): Luke Piazza
Color palette, clouds and related background details: Gabriel Cornish
Parallax background buildings, food stall art: I-wei Chen
Initial player sprite, idle animation, run cycle: Gonzalo Delgado
Floor spike art: Tyler Funk
Level chunk spawning and removal milestones improvements: Brandon
Slide pose implementation, minor support, compiling credits: Chris DeLeon
Playtesting by members in other HomeTeam groups: Will McKay and Deepbluezen
Huge thanks to all our non-HomeTeam playtesters: Ani D (MeowMeow), Awale Ismael, JennyK, Serena, Hinesh, Toni (boywithsoup), TiagoThePenguin
Developed Oct 4 - Nov 29, 2020
Project lead, core gameplay, vehicle model, thrust vfx, terrain design, environment models (incl. bridge, tunnel, tower, gate), destruction animations, meteorites, post processing, touch screen controls, sky art, toon outline effect, build configuration, defense cannon: Andy King
Music event triggers, main menu music, initial menu functionality, menu button sound, volume slider mapping: Roc Lee
Engine sound and smooth speed adjustment when boosting: Will McKay
Menu UI and animation polish (camera movement, button entry/hover), menu background scene, volume and graphics options, boost UI polish (% indicator), speed indicator: Philip Greene
Boost (including related mechanics, power up, and UI), boost animations (unused): Cassidy Noble
Compiled credits: Chris DeLeon
Developed Jan 27 to Mar 10, 2019
Project lead, core gameplay code (including player movement and main enemy functionality, boss implementation, environmental damage, orb/gate system, environmental puzzles), level design, dynamic shadow effects, player visual effects, glow/pulsing effects, particle effects (orbs, player spawn, hit effects), enemy graphic and animation, hover feature and momentum charging, scene lighting, background environments and parallax, tutorial elements, interactive vegetation, many bug fixes, art for some environment object (doors, spikes, pressure plate, etc.) music integration, game cheat codes, scene transition, screen shake, player UI, credits screen animation & controls: Kornel
Crystals, spikes, decorative vines, sounds and FMOD integration (shot hit, crystal shatter, exit opening, spawn, ring activation, level exit, rock explosion, rubble rolling, orb collection, player damage, player destruction, enemy aim/hit/defeat, swinging door, wall collisions, hover, hover failed, boulder push, pressure plate, plate release, player freeze, sliding doors sound, player collision, shot collision, gate collision, player spawn), volume control hookup, FMOD fixes: Stebs
Dark whisp enemy (all), collectible fairies implementation, player trail effects, dynamic camera zoom, additional particle effects, gate orb effects fixes, physics layers cleanup, color and sprite tweaks: Anthony Juarez
Parallax background tests, audio for alt. fire and project, shadow background test, freeze bar fixes, volume tuning, WebGL troubleshooting and bug hunting: Andy King
Title menu, pause menu, quality settings control, credits scene, restart feature, font selection and integration: Bilal A. Cheema
Level music, menu music, fairy music, boss music, credits music: Simon J Hoffiz
Volcano level background, boss concept and art, Dark Whisp art, custom cursor: Vismaya Menon (Quenzel201Aliza)
Boss concept art, projectile trail persistence code: Vaan Hope Khani
Mushrooms and stalactites, Mr. Hopps bunny code and art, death sound FMOD integration, door sound bug fix: Christer "McFunkypants" Kaitila
Credits text, help with cross-platform FMOD support: Chris DeLeon
Wind howl and water drops sounds: Jaime Rivas
Projectile-platform collisions: Mateo Ferretto
Background and texture scroll script (prototype): Terrence McDonnell
Special thanks to Gamkedo Club trainers who assisted club members with this project: Karen McMullan (levels), Kartik Kini (UI), Kyle Anderson (art)
Developed Sept 20 - Nov 22, 2020
Project lead, core gameplay implementation, concept, level format, music, barrel rolling, event system, enemy types, assorted bug fixing, models (ships, asteroids), difficulty tuning, additional sounds (engine), mouse control, boss fight, level stats, font selection, vfx: Will McKay
Title screen, logo/background (incl. related animation effects), turret enemy, input remapping and related controls refactor, main menu, intro sequence bug fix, sans serif font selection: Philip Greene
Pause menu, health bar, sounds (shot, low health warning, hit, powerup ready, depeleted energy, switch), player destruction bug fix, restart functionality, game over menu: Rami Bukhari
Terrain gap bug fix, post processing, color palette, powerup material fix, playtesting and level feedback, additional environment design on stage 3 and boss fight: Andy King
Powerup sound effects, longer explosion sound: Justin Chin
Compiled credits: Chris DeLeon