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Game Development

Selected projects, platforms, and prototypes. From mobile runners to couch co-op adventures, crafting experiences that engage and delight.

Game Design Unity Mobile Microservices

Project Valkyries - EchoHeart

Product: Isometric Couch Co-op Action Adventure
Timeframe: 2023-Ongoing
Team Size: 1 Full Time, 1 Part Time
  • Technical Growth:
    • Procedural Dungeon Generation
    • Isometric Perspective
    • Combat AI
    • Leveraging Zenject Fully
    • Scriptable Objects: Configurable Entities, Events, Quests, Generation, and more
  • General Growth:
    • Market Research
    • Go-to Market Strategy
    • Target Audience and Market Framing
    • Funding Strategies
    • Pitching
  • Lessons:
    • Validate Project Early: We learned the importance of having a core artist on board from day one—it's crucial for creating compelling store pages and engaging audiences early. This insight has shaped our approach to team building and market validation for future projects.
    • Build what you can Sell: Market validation and a strong core team are the foundation of successful funding. While our prototype and vision are solid, we've discovered that early audience engagement and proven market demand are game-changers. Next time, we'll prioritize artist recruitment and market validation from the start!

Ahh, the classic dungeon crawler—my favorite. EchoHeart almost seemed to create itself. Born from a desire to introduce players to Feldryn, it naturally became the culmination of everything we’ve learned so far.

With game dev now my full-time focus, I took the lead on the project. It let me dig far deeper into moment-to-moment gameplay than usual—especially with its action-combat system.

EchoHeart also pushed me to level-up my business and marketing chops. As we gear up for funding, I’ve realized how vital it is to lock in marketing early. When you know exactly what you’re building—and how you’ll present and sell it to players and investors—you clear countless roadblocks later on. I’m grateful Valkyries could spring from pure tinkering rather than a business mandate, but smart positioning and framing go a long way toward actually getting a game to market.

Project Hermes - Rumble Runners of Feldryn

Project page
Product: Horizontal Endless Runner
Timeframe: 2019-2022
Team Size: 1 Full Time, 1 Part Time, 1 Contract Artist
  • Technical Growth:
    • Progressive Gameplay Complexity
    • Local Data Persistence and Online Sync
    • Analytics
    • In-App Purchases
    • Publishing and Ongoing Support on Google Play
    • Procedural Generation
  • Lessons:
    • Choose Stable Tech Stacks: We took an exciting gamble with DOTS before it was fully mature. While the technology is impressive, we learned that waiting for stable releases can save significant development time and simplify long-term maintenance.

Project Hermes / Rumble Runners was our first attempt at creating a narrowly scoped game that still integrated with the Feldryn core—a multi-game platform. My role on this product was that of designer, tool developer, and server-side developer. I spent most of the time building out the Feldryn Core, ensuring it was game-agnostic and establishing patterns for packages, data storage, domain objects, and client libraries. As an architect and man-of-order, I thoroughly enjoyed this work.

After we wrapped up the general gameplay, we had to make the choice to integrate with the world map of Feldryn or pause development to explore other options. Ultimately, we decided to pause integration until we'd built up more of a following for Feldryn itself. This kicked off our next project, Project Valkyries.

Project Lilith

Product: Party-based PvP & PvE Mobile Real-time RPG
Timeframe: 2015-2019
Team Size: 3 Part Time
  • Hobbyist project that founded Daemon Games
  • Authoritative Server with auto-scaling via Service Fabric
  • Technical Growth:
    • Unity Games
    • Azure Services
    • Microservice Architecture
    • Motion Capture
    • Unit Testable Gameplay
  • Lessons:
    • Balance Learning with Production: We dove deep into technical challenges and learned an incredible amount, but discovered that balancing exploration with focused production goals is key to successful game development.
    • Prioritize Core Gameplay: While technical innovation is exciting, we learned that nailing down fundamental gameplay mechanics like pacing and camera work early creates a much stronger foundation for everything else.
    • Timing is Everything: We were ahead of the curve with our Games as a Service vision, but timing matters! Seeing similar concepts succeed in Summoner's War and King's Raid validated our instincts—we just need to execute at the right moment.

This project is near and dear to my heart. I still want to revisit it if the stars align. It was our first project in the Feldryn universe—before it even had that name. The spark was teenage me wanting to pit my FFVII team against my brother’s. We poured everything into combat and infrastructure and never made it to a real gameplay loop. That’s fine for a hobby project, but once I went full-time, some hard realities set in.

Project Mayhem

Product: Smash Bros–Inspired Isometric Brawler
Timeframe: 2008
Team Size: 3 Part Time
  • Dream Build Play 2008 Submission
  • Built for Xbox Creator's Club

A hobbyist project that I look back fondly on. Built alongside Bud Wheeler and Timothy Wright. Because it was XNA, a lot of plumbing had to be wired up just to get moving. I'm still proud of the fun little fighter we made. I wish we had a higher-resolution video—especially with audio—but such is life. :)