A cavalcade of wondrous follies
Here are some of the games that I have made. For my more technical and multidisciplinary work, check out my projects page and my blog.
April 2013 — Board Game


Pilfer, plot, and pickaxe your way to victory in this tabletop game for 3-5 players!

SkullDug! is an exploration-based tabletop game for 3-5 players. Players take on the roles of a number of explorers searching for treasure in the treacherous depths of an uncharted cave. Players take turns discovering squares of the board by drawing from a deck of terrain cards. Each space is populated with various equipment, monster, and treasure cards, so tread carefully! That next passage could be piled to the ceiling with treasure, but it could just as easily be hiding two bear traps and the deadly Basilisk...

Of course, why do all the hard work yourself when you could let your friends do it for you? Lay a snare trap to make another player drop all their items, drop a fishing line into their pocket to snag a treasure, or just drug them with a well-place gas grenade... the choice is yours! But watch out -- they say the treasures of the cave are protected by a number of ancient curses! Even when you have enough treasure to win, you might be too weakened by black magicks to make it back to the entrance alive...

Featuring over 100 different terrain, item, equipment, monster, trap, and treasure cards, every game of SkullDug! is unique. The cave you explore will be unlike any other, the equipment you discover will drastically change the ablities available to you, and there's no predicting your fellow players will choose to do.

A collaboration between Brian Kopleck and myself, SkullDug! began life as our entry in the 2013 Global Game Jam. At the end of those 48 hours we felt that we had find the core of an interesting game. Several months of iteration and design, SkullDug! is almost ready for the world to get its hands on!

Follow our progress on Facebook as we move towards release!

June 2013 — Unity


A procedural action-roguelike for iOS and Android

Asterogue was the single largest project I have attempted by far. I was the project lead on Asterogue, designing and pitching the initial concept, organizing a 19 person multi-disciplinary team called Real Human Games, and then leading that team to develop Asterogue over a six month timeframe.

In Asterogue players guide the civilian defense robot AR-521 on a quest to defeat an evil despot and restore peace to the robot and human races. Dungeons are procedurally generated as one would expect from a roguelike, but we take our generation one step further -- every ability the player can find is procedurally generated as well, allowing players to discover and equip a vast array of different powers with which to take the fight to the sinister General Wreckursion!

These procedural systems are capped by an action-oriented combat system, the controls of which are designed specifically for touch devices. With fast, technical combat oriented around well-timed dodges and large, damage-multiplying combos, Asterogue provides some of the most intense action on mobile devices.

Asterogue was released for free (no ads, no IAP, no nonsense) in June 2013 on the iOS App Store and Android Play Store.

Download the game for iOS and Android, or grab the presskit and read the development blog on

December 2013— Cards

The Spirit of Giving

A classic card game of holiday one-upsmanship

Originally created for the Holiday Game Jam, The Spirit of Giving is a festive gift-giving game played with a classic 52 card deck and a stack of sticky notes.

The players start with a hand of cards representing presents, and must give a present to each other player over the course of the game. If you and a friend cooperate to give each other presents of a similar value, you'll each gain a point and feel satisfied in your friendship. But if they decide to spend a little extra on you, your gift will look so cheap that they'll get both points! If you can't afford good enough presents to save face, you might have to resort to switching the tags on other people's gifts with your own...

Check out the rules online!

January 2013 — Unity


A local multiplayer soccer game for all of your friends

An homage to Ramiro Corbetta's abstract indie soccer title Hokra. Hokranoid takes that same concept of two teams passing, tackling, and shooting their way to victory and puts its own Breakout-tinged spin on it.

Up to 12 players (10 controllers and 2 on a keyboard) can play on one PC, making this a great game to pull out during a party... until the original Hokra comes out as part of Sportsfriends, that is!

Play it online or download for Windows, Mac, and Linux on, or play it on Kongregate if that's more your style.

January 2012

Snakeman Tries His Best — Unity

A web game of well-intentioned failure

'Nice art, catchy theme, and simple but entertaining gameplay. 4/5'
- MrGuy555

- Patrickslayer

Snakeman Tries His Best is an arcade-style shoot-em-up that I created in the Unity engine for Global Game Jam 2012. The player controls the immortal Snakeman, who has dedicated himself to saving malnourished human prisoners from their robotic oppressors. If only those squishy pink people weren't so tasty...

Snakeman Tries His Best was voted the crowd favorite of Global Game Jam 2012 games created at the UC Santa Cruz jam site.

Play Snakeman in the Unity Web Player, or try the Kongregate version for access to high (and low) scores lists!

September 2012 — Unity

Drop Ball Kinect

A lude motion sport for cartoon exercise enthusiasts

Based on the titular lude sport, this was my attempt to design and implement a Kinect game over the 48-hour Adventure Time Game Jam.

Players are have to slowly perform squats in order to gently lift a rubber ball with their backsides while simultaneously deflecting a barrage of flying props and characters with their hands.

Drop Ball Kinect was developed using Unity and the Kinect SDK. It was mentioned on several gaming blogs, including Joystiq and The Verve.

Download for Windows at the Adventure Time Game Jam site!

March 2012 — Flixel

Escape From Violence Island

A Flash experiment in intelligent antagonism

Escape From Violence Island is my final project for UC Santa Cruz's Game AI class. Given the freedom to pick our own project, my team decided to focus on creating a single, intelligent AI opponent that would approximate the experience of playing against a real human. To that end we created Violence Island, a simple deathmatch shooter that pits the player against a single AI enemy in a series of fights to the death. As the player progresses the AI will become smarter, naturally and non-disruptively increasing the difficulty of the matches.

Escape From Violence Island was created by Ryan Anderson, Rob Giusti, Adam Wardell, and myself. I performed design and art duties on the project and implemented elements of the AI's tactics and path planning. The game was developed using Flixel for distribution online via Adobe Flash.

Play Escape From Violence Island online!

March 2011 — Xna

Tetramayhem: Drop Blocks and Four Smoking Barrels

A four-player cooperative arcade shooter for Xbox Live Indie Games

Pollution is back with a vengeance, and only you, your friends, a high-powered arsenal, and a vast supply of tetraminoes can blast mankind back from the brink of extinction.

Tetramayhem is a cooperative action-platformer with a twist: the players are constantly under siege from the mutated forces of The Swarm and must build up their defenses by dropping tetramino-shaped fortifications from the sky. Match like-colored blocks to gain access to an assortment of devastating weaponry and heal the dying planet.

Tetramayhem was developed by Less Than Royal Games. I performed concept, design, animation, and graphics, gameplay, and physics programming duties on the project.

Tetramayhem was designed for Xbox 360 using the XNA framework and Farseer Physics library, with an eventual release planned for the Xbox Live Indie Games marketplace. Development has currently ceased, but a full PC beta is available to play. Alternatively, you can check out some extended gameplay footage to the right or on Youtube.

Additionally, I recently wrote a post-mortem on Tetramayhem's design, including what I learned from the project and what I feel we could have done better. You can find the write-up on my blog.

Download the current version for Windows PCs. One to four USB controllers (wired Xbox 360 controllers preferred) are required to play.

March 2010 — Game Maker


A reflective puzzle-platformer for Windows PCs

When a camping trip takes a turn for the dangerously philosophical, George must navigate a treacherous cave system armed only with his wits and an ancient mystic staff.

Mirrorrim is a single-player puzzle-platformer that grants the player the ability to mirror their surroundings, replacing half of the level with a reflection of the other half. Use this power creatively to bend space and defeat seemingly invincible foes.

Mirrorrim was developed by Rob Giusti and myself as Less Than Royal Games. I performed design and gameplay programming duties, as well as producing all of the art and animation for the game.

Download the game for Windows from YoYo Games or watch a full playthrough on Youtube!

January 2011 — Xna


A meditative art game for Windows PCs

The stars are dying in the sky.

Created in XNA for the Global Game Jam 2011, Centerlights is equal parts puzzle game and visualizer. It is intended to be relaxing, entrancing, thought-provoking, perplexing, and ultimately satisfying. Do not expect to 'win' on your first time through. The jam's theme that year was 'extinction', but many meanings can be read into the lives and movements of the stars...

I made this game with Rob Giusti as Less Than Royal Games. Centerlights was voted to second place in a crowd favorite poll of the jammers. I performed design, coding, and art duties, while Rob provided sound, music, coding, and additional design.

Download the full game for Windows!

January 2010 — Html5


A game of deception for three players in HTML5

Sinistrum is a game of bluffing and deception within the cloistered walls of an ancient monastery. Developed by a three-man team for the UC Santa Cruz section of the 2010 Global Game Jam, Sinistrum has players attempt to work out which rooms of the monastery belong to their opponents while keeping their own holdings secret. It is playable on any HTML 5-compatible browser, but was designed specifically with the pre-Retina display iPhone in mind.

I provided the initial design and created the game's art assets.

Play Sinistrum online!