Jettomero on Kickstarter

August 2, 2017 - blog

To help pay for new translations and additional publishing costs I have launched a modest kickstarter campaign for Jettomero. My hope is that this campaign will also catch the attention of a wider audience as the game nears launch time.

Trying to get this game out the door has been pschologically and emotionally exhausting at times. If it wasn’t for the amazing fans and friends that the game has already attracted in the last year I think I would be feeling very different right now. I’m excited to be able to share this game with the rest of the world and it’s all going to start with this campaign.

Some very cool physical rewards are available through the campaign, including a comic book made using screen captures from the game.

Jettomero coming to Xbox One 2017

April 3, 2017 - blog

Jettomero: Hero of the Universe is officially coming to Xbox One later this year. The team at ID@Xbox has set me up with everything I need to get the game running on this exciting platform and I’m very pleased to announce that the game will be launching here first. More details on exact dates are TBA.

I’m also excited to announce that I’ll be teaming up with the wickedly talented folks at A Shell In The Pit to make sure the audio in the game is top notch. They already did the SFX for the trailer below and it’s already sounding very good!

Jettomero OST

November 17, 2016 - blog

Two weeks ago I released the Jettomero OST – it’s one of my favourite sets of music I’ve ever recorded. It’s inspired quite a lot of by Boards of Canada, as well as as Phantogram, in addition to many more subtle influences. I ended up writing/recording each song in a single session each – usually around 4-5 hours, which I find is one of the only ways that I can work on music these days. The overall tone of the album is down-tempo and spacey, a little dark at times but more uplifting in other parts. As a soundtrack for the game I think it captures all the feelings I’m trying to go for.

I used mostly the Korg Minilogue for my sounds but also included a good amount of guitars running through synth effects and delay. It took me at least 3 false starts to finally get this soundtrack figured out but once I got rolling with the first track the rest just kind of followed. Really enjoyed the whole process.

Take a listen!

Jettomero at Day of the Devs 2016

October 18, 2016 - blog

So so so excited to have been invited to show Jettomero at Double Fine’s Day of the Devs event on November 5 this year. Not only is it going to be some great exposure for the game and an opportunity to get some good hands-on feedback, I’m also going to be surround by tons of other amazing indie devs, many of whose projects I’ve been following for a while. All in all I think this is probably the coolest thing I’ve ever been a part of and I’m very much looking forward to the event.
dayofthedevs

Jettomero – Official title of Previously Untitled Project

June 25, 2016 - blog

With things being in early development for over a year now it was time to finally give a name to the project. Although I can’t say too much else yet about exactly what to expect – the game finally has an official title. Jettomero: Hero of the Universe.TwitterBanner_June2016

Nomad Skies – A free-to-play space conquest

May 25, 2016 - blog

While eagerly anticipating the launch of No Man’s Sky this summer, I decided to try out a game concept that has been waiting in the oven for several years now. The premise: explore a space system with real-time warp travel. Trips between planets can take anywhere between six minutes to a couple days (although the original concept suggested the potential of weeks-long travel). While not travelling the player is able to mine resources based on a shifting server-based market, as well as raid NPC ships for their valuables.

Nomad Skies is a fairly simple game but offers a casual play experience perfect for any amount of down-time. With 3 mini-games and loads of customizable ship parts the game has the perfect amount of content for casual users looking for a fun space-mining experience.

Nomad Skies

The game is available on Android and iOS.

Demon in the Sack: GGJ 2016

March 9, 2016 - blog

We took part in the Global Game Jam back in January. With a team of 3 artists and one programmer I knew going in that we would be making something simple that looked great. After 48 hours what we ended up with was a ridiculous take on the classic board game Mastermind, skinned with a disgusting exorcism scene. Thalia Lemon and John Oman created 2d art while Cory Cone handled animation.

If you’re looking for a puzzle game that includes projectile vomiting and exploding heads then look no further. Available for free on Android and iPhone.

Untitled Project in East Van Culture Crawl

November 17, 2015 - blog

This is my first year participating in the East Van Culture Crawl. Among a few other pieces I’ll be showcasing prints of stills taken from my current in-progress prototype. The visuals have become increasingly stronger in the past several months and I’m proud of the images I’ve curated to exhibit. I’ll also have a playable demo of the prototype using a usb dance mat as a controller.

GTG_UntitledSpace

Untitled Project in Development

October 2, 2015 - blog

The working title is ‘HohoteusShapes’, referencing the three main inspirations Hohokum, Proteus and Sound Shapes, but looking at some early screens you can see the game is doing something very different than any of them. The final product will be largely an audio/visual experience more than a game, but things are still in early prototype stages so more features will likely add some game elements further down the road. This project is using a lot of ideas that I’ve been wanting to play with for a long time so I’m very excited about finally getting some of them off the ground.

The Grey Chamber – Adventuring into VR

August 8, 2015 - blog

Archiact Interactive hosted a month long VR game jam last month and I decided it would be a good time to finally try making something for VR. I found that a month doesn’t work especially well for a game jam and ended up burning a couple weeks after building the initial prototype. In the final days of the jam we managed to pull things together and publish a finished product, although there were many things I would have liked to have done differently. The highlights for me were writing a system to procedurally generate abstract symbols and setting up a script parser to animate text.

The completed game, The Grey Chamber, is heavily story based, revolving around the jam’s theme of Human/Computer Interaction. It only takes ~15 minutes to play through but it does require a VR headset that works with an Android phone.



Get it on Google Play

Thanks to Kai Tomlinson for his assistance in creating the animated script.