Games

Here is a collection of the games I've worked on over the years. Most are completed. A subset have horrific art created by me. Enjoy.

Mobilitree

Mobilitree was developed by a small team in less than 48 hours for the 2012 Global Game Jam. Play as an animate tree that can only move three spaces before it dies and needs to be reborn.

  • Status: Playable but in need of polish
  • Download and more information here

Red-Line to Shady Grove

Red-Line to Shady Grove was my entry for the 21st Ludum Dare competition. The game was made solely by me in less than 48 hours. The theme of the competition was "Escape".

  • Status: Finished
  • Check out the competition page here

Conway's Inferno for iOS

A full port of the original Conway's Inferno to the iOS platform. Includes many more items and levels.

  • Status: In Progress and Coming Soon
  • Play the original Conway's Inferno here

Egg Drop

Egg Drop was a final project for CMS.590 (Computer Games for Education and Simulation). Created by a team of five over the course of three weeks, the purpose of this iOS game is teach young children about physics and building stable structures.

  • Status: Playable and In Progress
  • A gameplay video can be seen here

Conway's Inferno

Conway's Inferno was developed by a team of three in less than 48 hours for the 2011 Global Game Jam. Play a twisted puzzle variation of Conway's Game of Life as you attempt to eliminate a species with various disasters.

  • Status: Completed but still expandable
  • Download and more information here

Yet One Word

Yet One Word is a platformer based around the themes of self-reflection and empowerment. Yet One Word is a single entry in the broader Sophocles Project. Made by a team at the Singapore-MIT GAMBIT Game Lab.

Seer

Seer is a environmental puzzle game that follows the exploits of an unassuming figure travelling by sea. Seer is a single entry in the broader Sophocles Project. Made by a team at the Singapore-MIT GAMBIT Game Lab.

  • Status: Completed

Dearth

Dearth is a cooperative action puzzler designed to make use of a new AI developed by the MIT Computer Science and Artificial Intelligence Laboratory. Dearth features an extensive two-player mode and a single-player mode that demos the new AI. Made by a team at the Singapore-MIT GAMBIT Game Lab.

Rosemary

Rosemary is a point and click adventure game that uses mechanics of memory and the act of remembering. Step into the role of Rosemary, a young girl who is returning to her home town to unravel a mystery concerning her best friend. Made by a team at the Singapore-MIT GAMBIT Game lab.

QP Curio's Novelty Engine

QP Curio's Novelty Engine (codenamed Clockwork) is a currently in development game at the Singapore-MIT GAMBIT Game Lab that makes use of a physics engine and genetic algorithms to allow a player to evolve interesting animated creatures.

  • Status: In Progress
  • Contact me if you're interested in the project and want to know more.

Super Mega Immigration Office 2000

Super Mega Immigration Office was developed by a team of 5 within 48 hours during the Boston Immigration Game Jam. Play as a newly arrived immigrant to America as you attempt to obtain all the correct paperwork and pass your way through customs.

  • Status: Released

Pigmalion

Pigmalion was developed by a team of 6 within 48 hours as an entry for the Global Game Jam 2010. Play as Eliza the pig as you dress up in human clothes to trick the farmers and avoid being turned into bacon as you make your way to the farmer's ball.

  • Status: Released yet in progress

Nine Lives

Nine Lives is a game featuring an unreliable narrator as the player character. It was developed by a team of three as the final project for MIT's CMS.612 (Writing for Video Games). The game is a point-and-click adventure game in which the player is tasked with pointing out contradictions in the player character's description of the world. Doing so causes the world to revise itself and allows the player to advance further in the game.

  • Status: Completed
  • Read my paper on the game here.

Blind Eye

Blind Eye was a game I personally developed as a digital minute mystery. The game was the first of three projects for MIT's CMS.612 (Writing for Video Games). The game is a point-and-click adventure game in which you take on the role of a character who has lost his glasses in a storm. You must use non-visual clues to identify your surroundings and figure out exactly where you are.

  • Status: Completed yet I'd love to get some more professional art in there

Synthetic Soul

Synthetic Soul was a game I personally developed to experiment with a new dialogue mechanic. The game was the second of three projects for MIT's CMS.612 (Writing for Video Games). The game is a text -based adventure in which you play as a robot attempting to prove to the dark boatsman Charon that you are a human and deserve access to the afterlife. My goal was to create a game where the mechanics and fiction of the game encouraged the player to only choose dialogue options that were relevant to the conversation.

  • Status: Completed