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.
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.
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.
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.
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.
Thanks to Kai Tomlinson for his assistance in creating the animated script.
Buy the Leaderboard: New Heights of Irony
July 28, 2015 - blog
It’s a project I’ve been wanting to make all year, and I finally got around to slapping it together in a weekend a couple weeks ago. Part irony and part social and political commentary, Buy the Leaderboard is an app about the state of mobile gaming and the overwhelming power of wealth in our culture.
Buy the Leaderboard is exclusively available on Android since Apple rejected the app on the grounds that ‘paying money to get points for a leaderboard is something [they] are fundamentally not okay with’. The reveal of blatant hypocrisy is almost as satisfying as any other outcome, but Android users are still able to buy points to add their name to the leaderboard.
Although (to the credit of humanity) the leaderboard has remained relatively silent, I’ve been extremely pleased with the reviews on the Google Play store, which all seem to understand exactly where I’m coming from. Benedict Hobart sums it up perfectly in his review:
I was once corrupted by dreams of a big house and a nice car but that all changed when i found this game! I’m so happy I have something so much more worth while to invest all my money in and teach me the glory of capitalism! This game teaches you how to easily destroy you enemies and lead the world using nothing but money 11/10 will play again
July 5, 2015 - blog
Lumadrifter has been a casual side-project since December of 2014, and first released publicly in March 2015. I was first inspired to start the project after seeing a video of a spinning wheel of sand with someone using their hand to draw patterns to the rhythm of music. The effect was mesmerizing and relaxing. I immediately wanted to try making something similar for tablet devices. So Lumadrifter started. It’s been an interesting and experimental project so far and I think I’m interested to see where else I might be able to take it. It’s also been a great pleasure to be able to feature great independent musical artists in the app.
My two goals for Lumadrifter were 1. to create a unique and relaxing experimental app and 2. to create an experimental platform for promoting independent music through a curated process. I hope to expand on both these goals as Lumadrifter evolves but for now I recommend downloading Lumadrifter for iOS or Android and trying it for yourself.