Pinhead was my second year project at Brock. It’s a 2.5d platformer about a pin cushion and his alternate personas trying to escape a crafts store.

Over the course of 6 months, I worked with the fantastic team of:
Charlie Trafagander (3D Art), Chris Rosati (Level Design), Alyssa Ebanks (Level Design),
Ivy Truong (2d Art), and Josh Egamino (Sound design) to scope, design, and implement all of the characters, art, and challenges.
I myself wrote most of the code related to character movement, ability’s, and well, anything that wasn’t included in the main project file.

This was a very eye opening experience, as this was the first time we had to create something tangible of this size, as most of our previous projects were scoped to one or two short levels and at max 2-3 minutes of game play.

However, despite being a massive change and an incredible challenge given our course load at the time, working on this project made me, for the first real time, feel like an actual game developer. We created something from scratch to release (Albit a demo), had weekly daily meetings, timelines, goals. I got to see the project go through each stage of development, and saw my character controller go from a box which jumped 30 pixels forward on a key press to a fully flowing animation.

I learned a lot about programming, game design, and even surprising 3D modeling over the course of this project, all thanks to my fantastic team and our desire to make something we ourselves would in awe of.

We’ve published our game as a downloadable executable, which can be found here:

Little Adventures

Untitled-1For my second year IASC game.

While simultaneous working on PinHead, we were assigned the projectc of creating a short sidescroller in Unity. Wanting to take on a bit more of a programming challenge, I pressured my team into working on a very simplistic roguelike about a boy scout trying to get back to his troupe.

This project taught me and my team a thing or two about working on multiple ambitious projects at a time, and as such, I must honestly confess that this game suffered from a lack of fleshing out the mechanics and systems, aswell as an uncomfortable small amount of testing. I leave this project here as a reminder to always put my full effort into the games I work on and create, and that nothing should be back-burnerd for 90% of its development time.

The game can be downloaded here: