This game is currently under slow construction. The object of the game is to climb out of the realm of death and through into whatever is after that. The game is controlled from a first-person perspective and the main mechanic is jumping and using your climbing pick to temporarily stick to walls.
3 Minute Walk was a game I created during the pandemic to try to express the feelings I had as a person with a lot of health anxiety living in a state where people believed that mask mandates infringed on their personal rights. The object of the game is to simply go from your apartment to you car, but to do so, you must pass through common areas full of unmasked people. Getting close to any of them will trigger an effect I designed to illustrate what I felt when I had to do the same thing in real life.
Anchors was another self reflective game I created to express some particular feeling that I felt needed the interactive medium of games to be brought across properly. It is an autobiographical game about a time in my life where I was suffering with severe depression. In the game you mirror the activities I did to cope, namely, late night walks towards some kind of reward like sweets. The writing you see in game that narrates the story is my actual handwriting.
The last of the three experimental narrative games I made, INTERNAL/EXTERNAL is also the most esoteric. I created this to illustrate a peculiar effect I have observed of myself in that it feels sometimes like my internal persona and my external persona are two different people at odd with each other. In this game, you play as the internal persona.
Various examples of tileset work I have done. In games, a tileset is a way of organizing 2D graphics for efficient display on screen. The results you see are essentially digital mosaics of hundreds of individual tiles of 16x16 pixels each fit together and overlaid to create the resultant image. If you look closely, you can pick out repeated tiles in things like ground texture and foliage.