Here are some smaller games and unfinished prototypes that I've worked on.
Wizards are Blocking my Free Throws!
Red-Line to Shady Grove
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
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 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 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 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 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