The Jackbox Party Pack 10

Lead Gameplay Engineer - Timejinx

  • Served as primary point of contact for all technical tasks on Timejinx and delegated as necessary.

  • Engineered & designed game in a team of ~10, maintaining constant contact with creative director, producer, lead artist, sound designer, and editorial lead.

  • Developed title from preproduction to launch in ~9 months.

  • Owned Timejinx’s codebase.

  • Facilitated several external playtests, taking detailed notes and delivering findings to game teams.

  • Improved design, engineering, and communication skills from previous projects.

  • Pitched several titles for Party Pack 10.

 
 

 

The Jackbox Party Pack 9

Lead Gameplay Engineer - Junktopia

  • Fulfilled a similar role as on Timejinx in Party Pack 10.

  • Developed lipsync system to ensure animations would not desynchronize from FMOD audio in low-performance scenarios.

  • Facilitated & participated in playtest sessions within Jackbox, taking detailed notes of player activities.

 
 

 

The Jackbox Party Pack 8

Gameplay Engineer

  • Provided engineering support for titles The Wheel of Enormous Proportions, Drawful: Animate, and The Poll Mine.

  • Acclimated to a novel, proprietary engine built around Flash, using a custom codebase and flowcharting tools.

  • Communicated heavily with creative directors, artists, and sound designers.

  • Implemented common code tokening system to allow for more robust content control.

  • Participated in agile sprint rituals such as sprint planning and reviews.

 
 

 

Circuitry

Technical Systems Designer

Circuitry is a top-down twin-stick roguelike made in Unity as a case study of Vlambeer’s Nuclear Throne. Developed fully remotely in Fall 2020, Circuitry is WolverineSoft’s fifth project since the launch of the Studio initiative in Summer 2019. Circuitry is the studio’s first time using another title as a reference.

As a Technical Systems Designer for Circuitry, my contributions included:

  • Wrote detailed analyses of mechanics & systems of Nuclear throne, such as the Maggot enemy:

  • Created design specifications for systems mostly unique to Rogue, not found in Nuclear Throne, like the boss:

  • Iterated on established systems and implemented totally new ones based on playtest feedback

  • Designed and implemented variants of weapons and enemies that feel unique and have differing playstyles with limited art & programming resources


 

Bloom: Tome of Power

Level Designer, Programmer

Bloom: Tome of Power is a first-person shooter made in Unity, inspired by the likes of DOOM, Dusk, and Hexen. Developed through the Summer of 2020, Bloom is the fourth game by the students at WolverineSoft, and is their first foray into 3D as a team. Bloom was developed fully remotely.

As a Level Designer & Programmer for Bloom, my contributions included:

  • Created Level 1 as its primary designer and modeler:

    • Designed and modeled all vital level geometry in Blender 2.8 with Sprytile.

    • Designed & implemented combat encounters within Unity by tuning enemies, pickups, and objectives for each arena, then balanced based on playtests and feedback.

    • Worked with Art team to texture and add details to the level, communicated needs for textures in our tile palettes, and painted textures on the latter half of the level.

  • Designed & prototyped teleporting enemy for use in Level 3 and wrote technical documentation before passing it off to members of the Enemies team.


Io

Technical Systems Designer

Io is a 2D sidescrolling platformer made by the WolverineSoft studio, drawing inspiration from games like Celeste and Hollow Knight. Developed in the Winter semester of 2020, Io was the studio’s third outing. Due to the outbreak of Covid-19, Io was developed fully remotely for roughly half of its development cycle.

As a Systems Designer & Programmer for Io, my contributions included:

  • Ran numerous playtests in order to address players avoiding our main mechanic, sword teleportation, and diagnosed why it felt bad. Then, implemented changes based on this feedback and communicated issues with other systems to relevant leads and designers.

  • Created & tested keyboard control schemes.

  • Filled roles where I was needed as they opened up, performing work on Enemies, Level Design, Player, and UX.


Equinox: Security Breach

Systems Designer, Programmer, Producer

Equinox: Security Breach is a 2v2 asymmetric action game inspired by games like Counter Strike and Splinter Cell’s Spies vs. Mercs mode. One team plays as sneaky infiltrators, armed with nothing but abilities geared towards escape, night vision goggles, and their wits, whose goal is to capture intelligence, while the other team plays as armed defenders who must stop the intruders at all costs, but can’t see as well in the dark. Equinox was developed in March and April of 2019.

As a Systems Designer, Programmer, & Producer for Equinox, my contributions included:

  • Developed and balanced two totally-distinct teams and four unique abilities in order to create an even playing field in spite of asymmetric power & information levels.

  • Designed and implemented team-oriented abilities in order to promote active, teamwork-focused playstyles and communication over passive lone-wolf styles

  • Rapidly iterated on game design and balance to meet weekly deadlines in an 8-week project period, prioritizing based on weekly playtests and feedback.


Go Hone

Designer, Programmer

Go Hone is a proof-of-concept action platformer I created in two weeks as a rapid prototype that draws inspiration from precise and fluid platformers like Super Meat Boy and Celeste. In Go Hone, the player must reach the end of the level by “focusing” to create a time dilation field around the player where objects that were once deadly hazards become platforms. Go Hone was developed in February of 2019.

As the Designer and Programmer for Go Hone, I:

  • Came up with a game idea, prototyped it, tested it, and iterated on feedback in a 2-week period.

  • Designed levels that sufficiently showed off the depth of the game’s mechanics.

  • Developed a simple tutorial that introduced players to potentially complex concepts in a non-invasive way.


The Right Perspective

Systems Designer, Programmer, Artist

2nd place: WolverineSoft Pumpkin Jam 2017

The Right Perspective is a tile-based puzzler developed in less than 48 hours for the 2017 WolverineSoft Pumpkin game jam, following the theme "/rīt/". Our take on the theme was to take the obvious “you can only go right,” and twist it in an interesting way, morphing it into “you can only go right, or you can go in every direction but right.”

As a Systems Designer, Programmer, & Artist for The Right Perspective, my contributions included:

  • Brainstormed with teammates to quickly come up with a game idea that would be achievable in 48 hours.

  • Developed a small but comprehensive suite of mechanics that would allow for engaging gameplay while also keeping level design efficient and minimizing tutorialization.

  • Rapidly iterated on player feedback to improve level design and mechanic introductions.

  • Designed a clear, simple, and pleasant aesthetic using Blender.