2017-12-07 00:00:00 +0000
Created for December 2017’s Ludum Dare 40.
Christmas Present is a game where you play each level in a separate browser window. At the same time. Each level you complete, you open a new window and add a new present to find.
Not only do the windows get in the way of each other, but you can use them to work together since they all exist in the same space.
It’s hard to describe, so just go play it!
2017-12-06 00:00:00 +0000
Alien AR is an amazingly immersive augmented reality app featuring training missions with the Colonial Marines from across the Alien movie franchise. You are tasked with seven missions. Your objective? Survival!
- Experience the Alien Chestburster in all its gory detail – and share video footage with your friends
- Perform a dangerous Alien autopsy
- Take a selfie with the Alien Queen
- Examine an Alien Facehugger egg
- Load and fire a variety of space-age weaponry
- Defend yourself against a brood of incoming Aliens
- Pilot a dropship in extreme conditions to save the day
- New recruits also get the chance to witness ‘on the scene’ movie footage of the marines in action.
Whether it’s the first day of your USCM training, or you’re a hardened marine veteran, Alien: Augmented Reality Survival Manual is vital to shore up your knowledge of the Xenomorph threat, and ensure your prolonged survival as you travel the stars to protect the United Americas Colonies and interests.
2017-12-05 00:00:00 +0000
Winner of Childrens BAFTA interactive award 2017
Join Duggee and the Squirrels as they learn how to look after animals in this interactive app that encourages exploratory and open-ended gameplay
From the central map, there are four locations to visit: a park, some woods, the beach and a field. Starting with just one animal in each location, players are taken through a step by step guide on how to care for their animals
As they interact with their environment, they’ll learn to spot what an animal needs to keep it happy. Food, water, exercise, a wash and sometimes a bandage! Playing the correct mini game gives the animal what they need and earns the player their We Love Animals Badge.
2017-12-04 00:00:00 +0000
key Disney Channel brands: Dress Up, Whack-a-Mole, Memory, Catching, Hidden Object and Rhythm Action. The flexible HTML5 set-up allows the client to use the engines in their new Disney Channel compendium app or as bite-sized web content. Each individual game mechanic comes with a comprehensive set of game variables and customisation options, allowing the client to undertake in-house production of fresh content across their portfolio of brands.
- Alex & co – Brand Practice Play-off
- Bizaardvark – Going Viral
- Bunk’d – Rubber-Ring Round-up
- KC Undercover – Dress for Success
- Soy Luna – Cool Roller
- Star vs The Forces of Evil – Dimensional Danger
- Stuck In The Middle – Movie Madhouse
- The Lodge – Check-in Time!
- The Lodge – Note Perfect
2017-12-03 00:00:00 +0000
Created for Ludum Dare 37 - came second place in the Innovation category.
Its Christmas, but everything is ruined. Your christmas tree has been knocked over. How? Why? Can it be fixed? Will Christmas ever be the same again?
Very important questions. If only you could go back 15 minutes and fix everything.
Open this game up in a second tab, and you can do just that. You play this game by altering the past in one tab, and seeing how its changes have played out in another.
There are three total endings, and a few small ways you can affect the future.
2017-12-02 00:00:00 +0000
Relay is a morse code based game for desktop, arriving when its done.
In 1914, the world engaged in a war unlike any other. No one was prepared for what was about to happen.
Relay tells the story of a British morse code technician during WW1, engaging in some of the key battles and stories from the time. Your job is to keep headquarters up to date each day with news, important events and to look after your platoons resources. Without food, your men go hungry. Without ammo, they cant fight.
Each message you send back to headquarters is through morse code, and with your trusty manual, you’ll be able to make it home for christmas. At least thats what everyone keeps saying.
Relay focuses on the routine and monotony that was prevelant during sections of WW1. Towards the end of 1914 saw a stalemate on the eastern front, where neither sides moved. Most soldiers ended up fighting off boredom rather than attacks. Alongside this routine, there are key moments and battles that are used throughout Relay, telling the story of war not from the traditional hero that charges across the battle field unsolicited, but from one whos daily tasks and routine were more vital to the war effort than most think of.
Relay began as a Ludum dare 34 entry, where it ranked highly. It got good press, but focused entirely on the 1914 truce. A story most people are familiar with. This version of Relay, however, does not take such a warm look back on WW1. While the truce does remain, other sections of the great war are used as well. While doing research for this game, I read about how WW1 had the first use of chemical warefare, and, as it turns out, was only a few days after the famous Christmas Truce.
I’ve also expanded more on the gameplay, instead of just tapping out pre written notes that are given to you, you have much more agency over every answer. You are asked questions instead, allowing you to rummage through a stack of papers searching for the answer, which there could be several depending on the day.
Alongside that, there is your secondary job, to filter out soldiers mail. This was common during WW1 as military secrets could easily be leaked by soldiers on the front line writing home to their families. You have to ensure no secrets are shared each day, other wise the consequences fall right back to you.
LUDUM DARE ENTRY
Ludum Dare Relay is a game I created for Ludum Dare 34, where it placed in the top 20 games overall. Relay places you as a telegraph operator during WW1, specifically in 1914 in the few days before the famous christmas truce.
You have to tap out morse code using f and j (the theme was two buttons, sorry to the purists out there), sending messages back from the front line, requesting for more troops and more food as things in the trenches get worse and worse.
A big part of this game was to push myself visually, usually I fall back to a certain style, especially in jams, where its very flat, colourful vector art. But I wanted to test myself and create a nice 3d environment as I very rarely, if at all do any 3d modelling. It was hard, but I think it works well with this game, although I know its not the best art work ever, I think this is a good start and something I can really improve on for future games.
I personally really like this idea, and I am creating a full version, complete with real life telegraph key for inputs! Expect to see more of this game.
2017-12-01 00:00:00 +0000
DROLF is a fill in the blanks golf puzzle game. A different take on golf, DROLF is about whats missing from the level rather than avoiding whats already there. In DROLF, you try to get the ball into the hole, but you have to figure out how to guide it there. Solve each of the 81 levels by drawing in walls to guide and bounce the ball into the hole.
2016-03-10 00:00:00 +0000
bubble trubble is a puzzle platformer created for Ludum Dare 32 - An Unconventional Weapon, built with Unity 5.. You have the special ability to draw bubbles around moving elements to make them float about. Use the bubbles to lift yourself to higher platforms, trap enemies, or create platforms to complete the level!
2015-12-01 00:00:00 +0000
SNOMAN is a game created for Ludum Dare 31. Designed to have purposly hard controls, ala QWOP, you try to get a snowman as far down a field as you can using the keys SNOMAN.
Admittedly, this game is far too hard to really be played or enjoyed, but it was a fun experiment in creating a small game quickly. I learned a lot about designing hard controls, and that its very easy to take it too far beyond fun self hate into frustration about the game being unfair.
2015-11-01 00:00:00 +0000
Honey Giants is a small PuzzleScript game I created to learn and experiment with PuzzleScript itself. Honey Giants is about clumsy giants with sticky hands trying to move boulders around in fields, as, of course, they have to keep the fields tidy.
I found PuzzleScript to be a very good engine and language for prototyping grid based puzzle games. You can do an awful lot very quickly, and even create some very complex behaviors.
2015-09-01 00:00:00 +0100
Rugged Rovers is an multiplayer installation game created for the Science Museum, London. The game sets out to inspire teenagers to take a career in enginineering by challenging them to design and test rovers. The player draws a chasis and places wheels before sending their design off to be tested on a martian planet surface.
The installation also allows players on mobile devices to join in, as players in the museum can connect directly to the exhibit over the museums wifi and use their phone as an extra interface when all the museum provided ones are full.
Rugged Rovers was built with Unity and is on iOS, Android, Web and microsoft surface.
2015-08-01 00:00:00 +0100
Jazz Manatee is a small game created as part of a game jam held at Preloaded. Its a massocore style game where the controls are delibirately frustrating and designed to test the player, but yet keep them playing as the game isnt unfair, just hard.
Players are tasked with playing the piano, using both sides of their keyboard at once. The left half of the keyboard controls the manatees left flipper, while the right side controls the right flipper. However, players cannot press the same key twice in a row, so they must remember what key they have used previously for both hands at once.
2015-06-01 00:00:00 +0100
Love Connection is a colourful story based puzzle game where you help connect and reunite couples as they search endlessly for their missing love. Love Connection features a drag centric design with unique ‘tilt to pause’ interface elements. Players are tasked with painting paths to connect two coloured blocks together and completing their journey.
Adventure with Yellow block over the course of a year as he searches for his wife, with Yellows story wonderfully narrated to you by Ron Masa over 40 levels.
“Love Connection. is a personable puzzle game that’s fun while it lasts. It has some flaws, true - but isn’t love all about working around those small problems? 7/10” - Pocket Gamer
“The simple but lovely aesthetics and the fact that many of the puzzles have multiple possible solutions make the game suitable for all ages and skill levels.” - Indie Games
2015-05-01 00:00:00 +0100
Story Cards is designed to inspire students to read more books.
The game’s cards feature authors and characters from classic literature featured on the tablet’s ebook reader. As the students consume these books, and demonstrate understanding in them, new cards become available for use in the game. The game is turn based, with each player placing cards into card slots in an attempt to outwit, out-manoeuvre and out-think the opposition. Cards are grouped into five themes – Journey, Love & Friendship, Mystery, Battle and Fall – deliberately chosen to transcend traditional genre categorisation, and engender a deeper curiosity in the cards themselves.
While developing this game, I worked closely with Game Design to help create a deep and strategic card game that has both longevity and scalability. My development role consisted of implementing all screens and VFX as well as assisting multiplayer architecture. I have since gone on to lead product updates for Story Cards.
2015-04-01 00:00:00 +0100
TyrAnt is an ant-based Real Time Strategy game. It teaches the player how ants eat, communicate and reproduce within a diverse and delicately balanced ecosystem. Players decide how best to develop their colony of ‘Foragers’, who collect valuable food resource, and Soldiers, who defend territory. A documentary-style voiceover and visual treatment adds drama and depth by narrating the story of the colony’s struggle.
As players explore rich and detailed environments they encounter Soldier ants from competing colonies, threatening the player’s chance of reaching the all-important nuptial flight. Genetic mutations see each ant caste become increasingly specialised and every new game starts in a new nest with the next generation of ants. Mastering the game means mastering the true-to-life dynamics of the colony. For example, as ants navigate between leaves, they lay a pheromone trail so other ants travel more efficiently along the same route.
My development role consisted of implementing UI across all screens, implementing the nodal navigation system, AI and camerawork. I have since gone on to lead development of product updates.
2015-03-01 00:00:00 +0000
Lets Click and Makeup is a point and click game created in Flash over a weekend. I tasked myself with creating a point and click game over two days to see what I could come up with and produce.
Lets Click and Makeup is set around a man who is late for his hot date, but his door is broken and he has lost his trousers, can you help him figure out a way to get to his date and still look snazzy?
2012-04-01 00:00:00 +0100
Atmosfeast is an arcade style game about eating other planets to make your planet as big as possible. Use your lazer beam to draw in tasty green planets, but ignore those evil red planets. Originally created for Ludum Dare 23, with in 48 hours.
2011-12-01 00:00:00 +0000
Spaced Out is a mind controlled installation game I created as part of my final year project while attending the University of Wales during 2011.
The game is controlled by a brain wave reading headset as well as a Microsoft Kinect. The resulting data is then posted to Flash where it is then used to control a giraffe who floats through space.
The game focuses on a giraffe with laser eyes who has to defeat the evil david bowie as he holds you hostage in another dimension. The harder you as a plyer concentrate, the more powerful the laser beams are. Combined with the kinect for hand based targeting, and you end up with an experience where you too have mind powers! And just for fun, the headset was hidden inside a large giraffe hat to hide away the technology that makes the experience seem almost magical.
Before settling on Kinect as a secondary input, I prototyped a few other things, including IR LED arrays and even Eye tracking - which you can read more about here.
As well as inputs, I had also rigged up a system of RBG lights that changes colours depending on the players performance in the game. Again, this was possible with an arduino, brilliantly versatile little things they are.
The headset used was originally a Star Wars toy that was taken apart and customised to run through an arduino to get the data. As the project progressed, I ended up buying a neuro sky headset to get more accurate data from the wearer.