Honors Project
For my honors project and dissertation I ran a study on the impact of interruptions in object interaction fidelity on presence in Virtual Reality simulations. To do this I developed a simple VR simulation in Unity3D where participants had to complete a series of tasks by stacking objects into a pre-defined shape.
The simulation existed in a low fidelity and a high fidelity version and participants completed both. After each they filled in a presence questionnaire and their scores were compared. Participants were not instructed ahead of time and had to
I was able to find a significant change from the low fidelity to the high fidelity interactions, showing that participants felt more present in the high fidelity simulation.
/root_of_all_evil
Created for the Global Game Jam 2023 over the course of a weekend with a team of 5. The theme for this jam was "roots" which we took as inspiration to make a hacking game (like "root" access) about the player finding the reason why a friend was murdered. This path leads them to discover the root of all evil.
The game consists of two halves: First the player looks through e-mails to find clues and names which they can then use to hack that persons e-mail. That persons e-mail then reveals new clues and names to continue the mystery.
My contribution to this project was Lead Design and Programming; I created both the e-mail functionality and hacking mini-game, and led the design discussions. The other members of the team were 2 artists, an audio engineer and a writer.
Pixie Pack
My first venture into Modding brings us to the 2017 roguelight "Slay the Spire". I was inspired early on to create the "Pixie", a new character focussed on generating and playing cards from the other classes.
I unfortunately never found the time to fully develop this character, however I did repurpose the design for one of the Packs for the "Packmaster", a collaborative mod made by the community in 2023. The pack contains 10 cards originally designed for the Pixie and were programmed and illustrated by me.
The mod is available on the Steam workshop and my pack has since release received enough feedback to warrant a full update featuring some card revamps. If you're curious there is a thread about it here: Twitter
Executioners of the Sun
This is one of my earliest games I made in my spare time for the Games Winter Parade Game Jam in 2018. It's a simple real-time-strategy game I made by myself over the course of a week.
The player controls a leader unit that can place down a banner; their units will then walk towards the banner and attack nearby enemies. The goal is to defeat several waves of patrols of the sun empire by capturing Gold Mines and production buildings to create new units.
There are 3 unit types with unique AI: Swordsmen are the basic unit, they simply move towards the closest enemy and attack them. Archers deal more damage but have less armor; they try to back off from enemies and hide behind Swordsmen. Knights have more armor than Swordsmen and have the ability to charge from afar, if the player places the banner close to enemies.
Forest Colony
A small prototype for a colony management game I made in 2020 about a group of forest critters building a home in the forest, inspired by the Settlers.
Animals are assigned to work stations to gather supplies which can then be used to create better homes to attract new animals or to upgrade workbenches to improve efficiency.
The main draw for the concept was that it would be live-service: The introduction of new animals and areas would encourage players to return and reoptimize parts of their supply chain.
This was also good practice for object-oriented programming to ensure adding new content later would be easy to do.
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