Eat. Sleep. Indie. Portfolio

Professional Freelance Game Design

Examples of projects I have created in my spare time, ranging from a simple isometric HTML5 game to a full-fledged MMORPG. I will be adding demos of everything listed below in the future.

Orcs v Humans

Fantasy RTS

Project Info

Orcs v Humans was a pet project I built in the style of Northgard. The player colonizes map tiles as the expand their empire, and the game offers a variety of buildings for the villagers to work at, each with their own benefits.

Players must plan ahead for the coming winter, which halts the majority of food production for several months. If the villagers run out of food, they will begin to die from starvation.

Poly Plaza

Mall Management Sim

Project Info

Poly Plaza is a mall simulator I created in my spare time to test my new A* pathfinding configuration. The player invests money into their malls shops so that AI-controlled shoppers are more inclined to spend their money. The more time the player puts in to decorating their plaza, the more they can expect to earn in a given day.

Poly Plaza allows for multi-level construction, and I have plans to add elevators and several other new features in the near future.

Space Race

Space Exploration Sim

Project Info

Space Race is a rocket-launching and space exploration sim I created for my daughter, who is in love with all things space. The goal is to manage funds while simultaneously constructing new buildings and rockets for the purposes of launching satellites into orbit.

Poly Farm

Farming Sim

Project Info

Poly Farm is a simple farming sim I created in my spare time. The player has various farm machinery that they can use to sow, plant and harvest crops from fields. This was my first time using joint systems for a trailer that is pulled by a vehicle and am pretty happy with the end result.

Poly Farm also features a day/night cycle as well as a calandar for tracking the current time of day, day of the month, and the current season.

Revery Online

Fantasy MMORPG

Project Info

Revery Online has been a pet project of mine for almost as long as I have been working with Unity. It has seen several versions over the years, starting off as a standard single-player RPG and eventually evolving into a full-fledged MMO. Using SmartFox Server 2X, Revery uses an Area of Interest setup to keep the data being transferred to and from clients to a minimum. Items of interest and NPCs are spawned just outside of the camera view as the player traverses the realm and are removed as the player moves away. The same goes for other players, and all of this information is tracked on the server-side and then fed to the client via either UDP or TCP.

The most recent addition to Revery has been player housing, which allows each player to rent a house and begin furnishing it with containers that can store items they find during their quests. While the game is mostly prepped for an alpha-release, I unfortunately ran into the problem of not being able to find enough art assets to continue its progress. Hiring artists to create all of the enemies and items this game would require would be a major investment, so for now Revery exists solely as a place for myself and Zoey to run around and remember the days of when she first grabbed hold of the mouse at my desk and began her first RPG adventure.

Book Ends

Fantasy CoOp RPG

Project Info

Book Ends RPG is a couch co-op RPG that uses a split-screen setup similar to those found in LEGO video games. The game combines several packages from various creators purchased via the Unity Asset Store and is currently my go-to project whenever I have free time to spare developing.

I am currently swapping the AI enemies from using Unity's NavMesh system to A* Pathfinding to improve performance and to make use of A*'s built in local avoidance system. The low-poly theme gives me the freedom to quickly create my own assets and build on to those purchased in the Asset Store, considerably lowering the time I spend in Blender and allowing me to devote more time programming the mechanics.

With dungeons to explore, NPC houses to visit, a massive castle to journey to, and a tent/camp system for saving game progress, I hope to eventually release this title as my first solo commercial release - and as always, Zoey has been incredibly helpful in exposing any bugs along the way.


Zombie Twin-Stick Shooter

Project Info

ZomBros started as an experiment to find an alternative for the twin-stick shooter mechanic. The setup worked but proved to have more cons than pros, and the whole idea was eventually abandoned. As one of my earlier projects, the knowledge gained from this experiment was priceless and so it stands as one of my favorite personal projects to date.

The concept is simple: you are a soldier dispatched to rid with the world of the oncoming zombie infestation with an endless supply of bullets and grenades. As you fire your weapon, its temperature rises and if you are not careful it will eventually overheat, rendering it useless until it has cooled down. Players can sprint and slide to avoid the hordes of undead and the game can be played co-op using two controllers.

Toon Adventure

Mobile Adventure Game

Project Info

I created this game as a sort-of homage to the Final Fantasy franchise, one of my all-time favorite series. Designed for play on a mobile device, it uses an on-screen thumb stick for movement and controls were kept as simple as possible. Ditching the standard text menu for selecting actions during a battle, I devised a new touch-friendly menu instead.


HTML5 Simulator

Project Info

I set out to create an isometric game that used HTML5 and jQuery, and GameDevGame is the result. The idea is pretty simple: you are tasked with developing video games while dealing with constant interruptions of havin to got water plants, empty trash cans, etc.

The game is server-based and allows players to visit one anothers offices to interact. Players can easily customize their avatar and the clothing they wear at anytime, and the server compiles new sprites sheets for each individual avatar as changes are made. This is done via server-side scripting that layers numerous sprites sheets on top of one another when changes are made, resulting in a single, unique sheet that is loaded at runtime based on the options selected. Walls can be painted, new tile layed on the floor and each office can be expanded in size as the player earns income as a developer and opts to make those investments.