Over a few years of experience with Unity, I've created a number of games with a focus on novel gameplay features. Communicating even the barest narrative elements through gameplay design is a guiding ethos in much of my work, inspired by my background in UX.
A game made for GMTK Jam 2017.
Open the PowerTome. A twinstick, survival shooter where your default weapon is your best friend. Slash to deflect shots, kill enemies, and take their power. Press E to drop your remaining ammunition as a bomb. Dodge, deflect, destroy, and survive the gauntlet of the PowerTome.
Used to experiment with twin-stick mechanics, and multi-use mechanics.
A game made for GMTK Jam 2020.
A bouncy platformer/fps race, where you use recoil as a movement tool. Every surface, including you, is bouncy. Shoot down the Observers and reach the finish line in the fastest time you can. Chain together recoil and hitting surfaces to ricochet yourself faster and faster to the finishing line. Featuring a rear view mirror, for your navigational convenience!
The winning game jam entry for Bowdoin Hackathon 2019.
A very rough prototype for a platformer/text adventure hybrid, wrapped around a detective mystery on a train. Expect puns.
Completed by Nicolas Cattaneo (writing, coding, background), Dylan Hayton-Ruffner (music, coding) and Dani Hove (animation, coding).