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Mitchell Philipp Portfolio

a collection by MGPAlpha · last updated 2023-11-10 03:08:25

Ahoy! I'm Mitchell, a game developer and designer from Atlanta, GA, attending Georgia Tech. I'm currently looking for an internship for Summer 2022 in game design, development, writing, or technical art. I've been interested in game design for as long as I can remember. When I was younger I started out making simple games on platforms like Scratch, but I've spent the past few years learning Unity and developing larger and more complex games, both solo and in teams. More recently, I've also developed a fixation on rendering and shaders, and have gone deeper into that field with each successive project. Shown here are some favorites of my work.

Platformer
Added May 03, 2022 by MGPAlpha

Downwell GBA is my final project for a class I recently took with a focus on low level C programming and with the Gameboy Advance as the target platform. The project's goal was to create a full game on the GBA in one of its more advanced display modes. For mine, I chose to create a demake of the indie game Downwell, published by Devolver Digital. This was an incredibly fun project, and was really interesting to solve the technical problems involved in producing a game on the limited hardware of the GBA.

Puzzle
Added Feb 05, 2022 by MGPAlpha

BTGGM is by far the biggest project I have worked on. This game started as my submission to a game jam (see the next game in the collection) that I decided to continue developing after the jam was over. I led a team of about 10 members of my college's game development club to flesh my original demo out into a game with 12 levels and 3+ hours of gameplay. While the game was a group effort, getting it finished was solely my responsibility, so my work included:

  • Designing and building about 1/3 of the game's puzzles
  • Designing most of the core game mechanics
  • Writing, casting, recording, editing, and subtitling all 35+ minutes of character dialogue and narrative
  • All game logic code in C#
  • 8+ custom shaders, including one raymarching shader
  • About 1/2 of the game's sprites
  • All UI
  • Reviewing and integrating puzzle designs submitted by team members
  • Organizing and supervising playtesting
Puzzle
Added Feb 08, 2022 by MGPAlpha

The original version of BTGGM was my submission to the VGDev Game Jam, a jam organized by my college's game development club. My game ranked the highest in the jam's ratings, and won the Most Innovative award from the judges, all of whom currently work in the game development industry.

Adventure
Added Jan 18, 2022 by MGPAlpha

The Expedition is a walking simulator with a sci-fi story told through found audio. It was a group project for one of my classes, and I did all the programming, scene design, and audio editing, and some modeling. I also wrote several custom shaders such as a flag that waves in the wind and the beam of the scanner. Some of the design and assets were reused from my previous solo project, Observations.

Strategy
Play in browser
Added Mar 02, 2022 by MGPAlpha

Tic-Tac-Pong is a GameBoy Advance ROM that I created for a class, but continued development on the following summer. It's written in pure C with a custom library for interacting with the GBA's hardware.

Simulation
Play in browser
Added Mar 02, 2022 by MGPAlpha

AntSnake! is a GameBoy Advance ROM I built for homework for a class. In addition to a custom C library for the GBA's hardware, I also programmed a custom procedural generation algorithm to create the cave terrain the player has to navigate through.

Interactive Fiction
Play in browser
Added Jan 18, 2022 by MGPAlpha

At All Costs is a Twine mystery detective game I made for my Interactive Narrative class. I'm particularly proud of of the mechanics I designed and implemented to make the player's investigation self-guided, in that the game never directly prompts them with a direct question to answer, but lets them figure out the mystery for themselves.

Added Jan 18, 2022 by MGPAlpha

I decided to learn how to make a raymarching shader in Unity one day, and ended up staying awake way too late making this. The entire experience is rendered by a single shader, and I'm particularly proud of the way it throttles the player's speed relative to their distance from fractal, so they look at it in as close detail as they like.

Adventure
Added Jan 18, 2022 by MGPAlpha

Observations is the first game I've made in 3D in Unity, having only made 2D games before. The player explores a research site on an alien planet, finding and listening to logs left by a researcher. This was my first attempt at a water shader, which I thought turned out pretty well. I was also quite proud of the shader on the scanner's beam, as it took a lot of complicated vector math, and then inverting that math to recalculate UV coordinates, to get it working. This was also the first time I tried any diegetic UI, and I'm really happy with the results.

Interactive Fiction
Play in browser
Added Jan 18, 2022 by MGPAlpha

Facsimile is one of the first Twine games I made for my Interactive Narrative class. It's a short horror story taking place, at least at first, in a doctor's office that seems slightly off. I'm particularly proud of the quality of my writing in this story, as well as my implementation of a diegetic keypad lock for the player to interact with.

Action
Added Jan 18, 2022 by MGPAlpha

This game is the first game I posted to Itch, and it was my submission to the first game jam I ever participated in, GMTK 2020. It's a bullet hell dungeon, with the mechanical twist that when you take damage you go into a rage and lost control, and you must type out a short calming mantra to snap out of it. This was a 48 hour game jam, and I'm proud of the amount of bullet hell mechanics I was able to implement in that time, including multiple swappable weapons and enemy AI, and of course the control loss mechanic. It's not much compared to some of my more recent work in Unity, but I'm still proud of how good it was for my first time developing a Unity game solo, and with a harsh time limit.

Interactive Fiction
Play in browser
Added Jan 18, 2022 by MGPAlpha

A Murder on Titan is a short narrative time-loop game I designed for my Interactive Narrative class. The player is a detective in a speculative sci-fi universe, and the game opens on them discovering a dead body. They can work over the course of several iterations of a time loop to investigate the murder and capture the killer. The game itself was only implemented in about two hours, so it's not as polished as my other work and has a few bugs, but the overall design is one I'm proud of.