Project Showcase
Personal
On Music Mechanics
A collaboration with a music student to create a series of games and a zine with a premise: core mechanics that require sound to work. So all these games are made so they can't be played without listening, and players have to interact with sound to solve the challenges. There are four games in total, with each using a different aspect of music to create the core mechanics.
Hierocoder
Created for Campus Game Jam in 2021. This is a story focused game with stealth elements set in a techno-feudal future where computers are sacred yet dangerous. You are tasked with clearing data from a few rooms of computers while under guard. While doing this you can look at the files when you are not being watched, to learn the truth and get an alternative means of escape. This game has multiple endings based on your actions.
Dusty Dorp
A puzzle game set in the South African Karoo created for the Anima Solarpunk Jam, this game has the player managing water pipes and electricty cables to solve flow problems and bring sustainable infrastructure to a small town. I did all of the coding, as well as most of the effects and juice. I was the main puzzle designer as well as creating the level from a predefined layout
Médico
A prototype minimalist roleplaying game where the player progresses by healing wounded characters instead of fighting them.
Professional work
Metavoidal
I worked on Metavoidal for nearly two years as part of YellowLab Games, a small studio based in Cape Town. Metavoidal is a action roguelite with many years of development behind it and my own contribution ranged from bug fixing to gameplay programming and implementation of new core features. I also heavily focused on the design/redesign of tutorialisation and game flow. I was also basically solely responsible for the Xbox port of the game as well as developing a functional Nintendo Switch demo
WWF-SASSI Ocean Challenge
Created as a project by Game2Change for the WWF. This game sees the player take on the role of a submarine commander, collecting fish to track across three different ocean levels while avoiding obstacles. Each level represents part of the SASSI list (green, orange, red), with progressive levels having less fish and more signs of pollution. The goal of the game is to make players aware of the need to avoid eating endangered or at risk fish, and the issues facing marine ecosystems. All code and asset implementation done by me, alongside the level design and some aspects of game's design.