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The Stanley Edible (August 2018)

The Stanley Edible is a single-player shopping-while-high simulator. This game was made for the August 2018 PIGSquad Summer Slow Jam (the themes were Parody and Bootleg). I modeled and laid out the environment, including the lighting and textures. I also wrote the voice-over dialog for the game. Team: Pat Farnach, Quenten King, Eric Phillips, Kyle Erickson


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Skeleton Key (July 2018)

This is a single player first-person puzzle game. Find clues to help you progress through the tunnels. I did the level design, including modeling the rooms and decorations. I also wrote the menu music and created the sounds for the game. It was made as part of the July PIGSquad Summer Slow Jam, a 10-day long jam. Team: Pat Farnach, Sandra Lanz

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Langanga (June 2018)

This is a single player narrative platformer. You follow Letheeth on their rite of passage, known as the Langanga. I wrote the narrative and music, created the sound effects, and did some of the programming in GameMaker. It was made as part of the first PIGSquad Summer Slow Jam, a week long jam. Team: Lia Snyderman, Sandra Lanz, Ryan Kubik


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Calamity Cannon (March 2018)

This is a local two-player competitive game. Your goal is to get the most treasure safely to the dock, while fending off attacks from the other player, who also is trying to get the gold. I worked on the art, sound, and music for this game. It was made as part of the Heart Jam, a 72-hour jam. Team: Pat Farnach


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Let's Cook Rice! (March 2018)

Let's Cook Rice! is a real-time stove-top rice cooking simulator. Add your ingredients to the pan, set your temperature, and wait for the rice to be cooked. The goal of this game is to check the rice when it is cooked, but before it has become over cooked. This game was a solo project made in GameMaker.


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Uphill (March 2018)

Uphill is a game based on the Myth of Sisyphus. Try to push the rock to the top of the hill without it rolling down. This was a solo project, made in GameMaker in about five hours.


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The Band You're Dealt (March 2018)

This is a 3-6 player tabletop game. You draft a band, play gigs, and work and against the other bands to try to gain the most fans. It was designed at the PIGSquad Tabletop Jam in March of 2018. After the jam, I took the rough draft cards home and created the digital version now available on Itch.io. Team: Ryan Kubik, Lia Snyderman, Kavan Bahrami, Carly Sjordal, Chris McPhearson


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Parent Trap (January 2018)

Alternatively Pig Trap: The Reckoning, this is a two-player cooperative game where two players are trapped in a maze and must attempt to find each other. This game was made for the 2018 Global Game Jam. We worked as a team to come up with the idea for the game. I designed the maze in the Unity scene editor, and created the music and sound effects on my Korg Electribe MPS. Team: Pat Farnach, Quenten King

Seen at: OMSI After Dark: Game On! (February 2018)


The Portland Oregon Trail (January 2017)

The Portland Oregon Trail is a one-player game based on the classic Oregon Trail game. This game was made for the 2017 Global Game Jam. I created the music, wrote the random encounters, and worked on much of the art. Team: Emily Jiménez, Simon Bielman.


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Clone (August 2017)

I created this game to teach myself to better use GameMaker. I took inspiration from the original Zelda game for the NES, with some dashes thrown in from Link to the Past and Link's Awakening. It was written from scratch in GML. It can be played in the browser on itch.io.


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Neuromouser (June 2016)

This is a two-player cooperative game I worked on as part of the PIGSquad Summer Slow Jam. The team and I all worked together to come up with the concept for the game - the mechanics, the setting, and the theme. I created music for the game, worked on level design, and help implement the music in Unity. You can play the game on Windows by downloading it from itch.io. Team: Donald Dunbar, Andy Brenneke, Becky Win, Joseph Miller, Kora Wiet, Will Bucknam

Awards: 2016 Summer Slow Jam - Best UI


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Minimal (January 2015)

This is the first game that I created. It was built using Construct 2. I wanted to play with the idea of having the movement of the player create sounds that added to the soundtrack. I created custom music for the game, then created sound effects that would work within the same key as the music.