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Enforcer

A mod for Risk of Rain 2.
This was a fun experience because of what a rag-tag team of modders we were, coming together to make something great.

My responsibilities included polishing game feel, implementing models, animations and skins, adding the secret second character, and over time, plenty of refactoring and reworking our old code to work on new versions.

Enforcer proudly sits as the most downloaded content mod on the Thunderstore.

Paladin

A mod for Risk of Rain 2.
Paladin was fully coded and animated by Rob, who did a fantastic job. My main gameplay contribution was to come in and fine tune hitboxes and attack timings.
Later, I took over for fixing for new updates and implementing new skins, and a few other features.

Tesla Trooper

A mod for Risk of Rain 2.
Tesla Trooper was the first character fully coded by me. When a very talented modeler reached out about the concept, I was ecstatic, and the resulting character has been something I can be proud of.
His gimmick is to summon a Tesla Tower, then command it to attack target enemies. It was pretty fun to get this code working right.

Desolator was me getting carried away and making another Red Alert 2 inspired character. He simply spreads doom over a ton of area. This was very tricky to balance. Either he effortlessly killed everything, or he was helpless against priority targets. I think I've found a decent sweet spot.

Chrono Legionnaire is my latest work in progress. Going completely crazy with the mechanics and effects, he's the one I've had the most fun coding so far. A giant sphere that teleports anyone across the map is ridiculous.

Henry Tutorial

The go-to tutorial for making a character in Risk of Rain 2. Also originally by rob, I've since come in and heavily refactored the code and tutorial to be more user friendly and updated to the latest modding paradigms.
Wanna make a character? You can absolutely do it.

Castle Hamson Tribute

A tech demo of a 3d procedurally generated castle, created with randomized rooms.
Rooms are put together using walls, floors, etc. pieces that I modeled and textured.

The name comes from Rogue Legacy, which inspired me to do this kind of procedural generation.

Joe and the Zambambos

Created with two friends in 48 hours for Global Game Jam 2016, under the theme, "Ritual."

Top-down twinstick-style gameplay, where the goal is to capture three altars while fighting off zombies. Click below to download and try it!

This was my first game jam, and it was an amazing experience to see what could be accomplished in such a short time. I spent most of the time rigging and animating the character, then spent the rest of the time adding to and refining the gameplay to be fun and addicting.

T.A.N.K.

A project I created for the Art Institute that I was able to sneakily use for multiple classes.
It's a top-down endless (randomly generated) auto scroller where you point and click and shoot stuff.
Download and try it!

This project was one of the most satisfying to make, partly because of how complete it was, but more so because of when I turned it in to the professor, he just sat there playing it and didn't stop. It was an amazing feeling to see him engrossed in this project I made. It really let me know I succeeded in making it feel good to play, which is my biggest passion as a developer.
The tank is modeled based on the Prism Tank from Red Alert 2. Pls no sue

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