Every single game here was a collaborative project. My contributions are as diverse as the games themselves. Thanks to these great folks, I was able to experience what it meant to be a level designer, artist, programmer, leader, and so much more! These games also led me to rekindle my passion for music and sound design which are now some of my strongest skills.
This project was made for Scream Machine in April. Originally, I intended to do audio contributions but it ended up being more programming and technical art than anything.
It was a really nice experience to work under a really short deadline and still end up with game I'm proud to have helped with. Plus, I got to virtually meet and work with the sound designer for Ori and The Will of Wisps (freaking awesome guy to work with!)
My code for the particle system in Flail of the Nordic Tentacles was imported and used in this project so this one is an indirect collaboration.
I was the project lead and lead programmer. I also did some character and environment art as well as the main menu music track (which unfortunately doesn't stop after leaving the main menu -_- ).
Made 2 menu UI interaction sound effects.
Responsible for creating the Cooldown/Overloading UI Bar and its animations.
Iterated and finalized the feline character (the one with the leather jacket and yellow shirt) and helped with a refactoring and collision detection.
Here I made a sound effect for a missile being launched.
For this one, I made the pretty green bubble that destroys all enemies along with art for the laser shot. Animations for both were also done by me.
I made the main menu music for this game. I really wanted to capture a haunting but slightly whimsical feel.
This was my second dynamic music track. Pretty happy with how it turned out. It starts off with some haunting string layers and adds more layers as the player walks around the level.
For example, standing in front of the player's grave will result in a piano layer being added.
Originally, I came up with something inspired by Ennio Morricone ("Outgunned" in my Soundcloud) but it didn't feel right for the game's setting. SO, I ended making something more spooky but still groovy using double bass, acoustic guitar, and electric bass samples.
This was my first VGM music track. For this one, I kept it really simple and used a Japanese scale along with automation to try creating something partly influence by Stranger Things and two 3 hours long YouTube videos (cyberpunk/synthwave genre).
For this game, I created two sounds (water drops and wind howling in a cave).
My first attempt at a boss battle theme (but with a little bit of an Eastern flavor). This was a pretty experimental track with me using tuned percussion, synths, orchestral, and exotic instrument samples.
The track for this game was by far the most difficult one to make. It took me 5 different music sketches and nearly a month (partly due my laptop being unable to handle my samples/VSTs).
But in the end, I ended up with something inspired by Baldur's Gate II and Diablo (and something that I'm super proud of).
For this game, I applied an insane arpeggio, some fat low strings, and horns to capture a sort of magical but regal/action-like feeling.
I was the project lead, main programmer, level designer for this game (I also did a bit of art).
Contributed fly art and two SFX for misses
Created "Decaying World" scene, designed the level, and handled a majority of the scene, artwork, and code behind it.
Super happy to have worked on this game. I was able to make numerous commits such as two stat related systems, a simple tween, and the best part... some frog robot art.
Contributed some basketball SFX
Spent less time on sound effects this time around and tried my hand at pixel art and animations
Another game that I worked on: contributed lots of SFX and audio implementation code.
GamKedo club game that I contributed to.
Contributions: Level Design and Sound Effects, creator of Cubs | Wobble | Caverns | Bursting Candy | Success Jingle for Puzzle Completion