| Games |

After making games for a little over 10 years, here is the list of games/projects Chaotic Play has been involved in.

Led in HomeTeam Game Dev

Captain Stardust

Releasing: 7/28/24

Project Lead

Play as New Lincoln City’s superhero Captain Stardust as you save the city from extraterrestrial life, crime, help deliver some pizzas, and throw cars around in this action/adventure sandbox game!

This was my first game using the Unreal Engine. The learning curve has been… *unreal*. But! I’m learned a lot and had a ton of fun 🙂

Raven’s Training Ground

Release Date: 10/1/23

Project Lead

Students of Raven’s Magic Academy are summoned by the Raven himself to prove they are worth studying higher levels of magic.

You must use your wits and the skill members of your party members to progress through these three floors to the final boss – Cherufe – covering various abilities as reality warps around you.

The Merchants of Mie

Release Date: 3/19/23

Co: Project Lead

Partnering with Lead Designer Gabriel Cornish to create my first Godot game.

Inspired by Civilization Merchants feature, table top board games, and turn based strategy games.

The rulers of Mie have orders that need filed. Send your merchants into the land to gather them, deliver them, and sell them before you run out of moves.

The Dragons Tavern

Release Date: 9/4/22

Project Lead

Inspired by YuGiOh and Magic the Gathering.

Take your trusty deck of monsters and spell cards and play them against your opponent in this turn-based deck builder based on YuGiOh, Pokemon, and Magic TGC.

UFO Mooooo!

Release Date: 1/9/22

Project Lead

The Blorgs have descended upon earth in search of the most intelligent creatures in the galaxy – cows.

They are covering the 4 corners of the earth to collect as many cows as they can while stopping any humans that get in their way.

Mysteries of Clarks Magic Academy

Release Date: 9/26/21

Project Lead

Inspired by Persona and Harry Potter on a team of 17 people.

You are finishing your second year student at Clarks Magic Academy when students start disappearing. You will need to explore dungeons to rescue students, but also – keep up your grades, go to class, hang out at school clubs, and learn more about your friends.

Delivery Dash: Da Nang

Release Date: 3/28/21

Unity/Programming Lead

A Crazy Taxi inspired game about delivery drivers in Vietnam during COVID. Your job is to deliver packages from various businesses to various customers around the city where you’re competing for the highest rating amongst your rivals.

Strike Out

Release Date: 11/1/2020

Project Lead

Strike Out was my first project lead while a part of the HomeTeam group. It is a baseball themed JRPG based on Power Pros (2008) and the Persona series, both games I played a ton while growing up. I had not made a JRPG before, I learned how to structure turn order combat in several iterations. A full analysis will be under the Post Mortem page.

Chaotic Play Originals

Word Play

Release Date: 1/16/22

This was my spin on a micro game. I expanded on ‘Wordle’ by having the player make a 6 letter word and they can play as many times as they’d like.

This was my fastest game to reach over 100 plays (4 days) and the quickest game (not demo) that I released (8 hours of dev time).

Alice

Release Date: 2/20/18

Inspired by American McGee’s Alice. I dove into models and animations for many Alice characters. Alice herself had an intense animation tree and multiple weapons. I created the story and created various Chapters each with their own level design and art direction. There was dialogue, riddles, collectables, a skill tree, Xbox controller support, Save and Load system, unique puzzles, combat, music, and cutscenes.

At the end, I was astonished at what I accomplished, even if it isn’t commercially quality.

Assisting HomeTeam Game Dev

Operation Sheep Herder

Release Date: 4/21/24

As a Cat, you must navigate your flock of sheep to the barn ensuring the wolves cannot get to them first.

My work on this was on modeling – the dog model and animations as well as the environmental assets for the Volcano level.

RoboHunters

Release Date: 7/30/23

RoboHunters is a top down 3D person action shooter similar to Vampire Slayers. Fight against swarms of rogue AI machines and survive as long as you can.

My role in this project was creating 3D models and animations of the mailbox enemy and the officer sentry unit.

Operation Holofield

Release Date: 7/2/23

Operation Holofield is an exploration puzzle game. As a holographic mercenary, use your holo-goggles to reveal hidden platforms. Investigate an abandoned research facility and find out more about the Holo-Fields!

My role in this project was writing the bits and pieces of narration scattered around the level detailing why the company began to collapse. I also assisted with 3D environmental objects such as – doors, security cameras, phones, office supplies, furniture, and laptops

Kensei

Release Date: 6/13/21

Inspired by the legendary stories of feudal Japan, Kensei is a branching narrative story where your character makes various choices to align with factions, make friends, uncover secrets, and determine the outcome of your village.

My role in this project was writing the branching narrative. There were 3 main paths you could take, each branching into up to 6 paths. Each path had their own tone, outcomes, and relationships with characters chosen to dovetail into one of 8 endings.

Game Director

Release Date: 5/2/21

This project is based on the game play of Reins (mobile game). The objective is to balance the four stats of a game development company for 52 weeks until the game’s release.

I was credited as the Lead Writer. I enjoyed providing story cards that pop up with each decision the player makes, each character has their own personality and tone.

Grimsnap

Release Date: 1/24/21

A Diablo inspired game where the player points and clicks to traverse and attack enemies while navigating the world.

I created the troll and goblin animations and animator controlers used in the game. A neat summary of the characters were provided here –Troll and Goblin.

Hard Glitch

Release Date: 10/25/20

You are a computer virus working your way through various stages of a computer in a turn based combat game using Javascript/HTML.

This was the first project I joined in HomeTeam having no experience with HTML or Javascript other than my website. I was able to practice skills of 2D pixel art I created most of the menu icons and the crypto keys and locks.

Mobius Inversion

Release Date: 9/13/20

Four ships are fighting through the Tokyo skies to take out large Alien robots in a side scrolling bullet-hell game.

One of my first introductions into HomeTeam. I was able to throttle back the expectation of -I have to do everything by myself- to -I’m going to focus on one aspect-. I was able to drill in and focus on creating player and enemy ships, projectiles, planet models, and a boss model.

Game Jams

Galactic Grub

Release Date: 8/18/24

GMTK 2024 Game Jam was ‘Built to Scale’. My thought process was always on business – growing a business, scaling a business. I thought a lot of people would go the transform.scale route so this would be a unique take.

I focused primarily on the code and went deep rather than wide. The planets have individual components. The player can build suppliers and restaurants that need to adapt to the needs of the planet to grow. If they adjust their business model to the needs of the planet, they will grow faster. I made everything in this game – the 2 models, the texture sheets, the sound effects, and the music. I did this in the 48 hour Jam window. I was quite pleased with how it turned out!

Dicey Dude

Release Date: 7/17/22

GMTK 2022 Game Jam was ‘Roll of the Dice’. My interpretation was a D6 was separated from their wife. They need to navigate throug a DND maze to the castle to save her. The player presses space and a random good or bad power will occur.

I kept the art very simple and focused on AI – movement, vision, and abilities and Animation – all the dice have animations and the cutscenes are animated. There was praise that it reminded players of Banjo Kazooie.

Purgatory

Release Date: 7/20/20

GMTK 2020 Game Jam was ‘Out of Control’. My interpretation was a man was killed and made a deal with Satan to find his killer and must find clues to Paradise within a time limit.

The scope was huge for 48 hours. Two full worlds of art enemies, models, animations, upgrade system, and multiple endings.

Bag of Holding

Release Date: 8/4/19

You, Mohini, are sitting beneath the town’s mythical Baobob tree. The tree drops a bag for you. Upon further instruction, the bag says it can hold one item in it, but that item can be of any size.

The theme for the GMTK 2019 Game Jam was – ‘Only One’. My interpretation was an art heavy game where you have a bag that can hold any one item no matter the size and you can place that item anywhere on the island with a karma system.

Depths of Oceania

Release Date: 8/9/17

The Ludum Dare theme was ‘Running Out of Power’. I explored that by forcing the player to balance 3 different metrics to reach the bottom of the ocean Health, Pressure, and Energy in a vertical side scroller.

I was complimented on the art for this project, specifically the shark that halts progress until it is defeated.

Pulling Your Own Strings

Release Date: 7/17/17

This was my first solo game jam. The theme was ‘Dual Purpose Design’. My take was having a magical harp that could be used as a ‘key’ to unlock doors. The complexity increased when there were multiple music ‘keys’ to scroll through. The concept also had you attacking enemies based on the ‘key’ the enemy was in.

This pushed me to learn about Dictionaries, button presses in rhythm, and sound design.


Demos

Record Scratch

Release Date: 3/6/2022

Inspired by many rhythm games like Guitar Hero, Beatstar, Persona Dancing Series, Thumper and Hatsune Miku – I wanted to try my hand at my own rhythm game.

The game features four tracks with Copyright free music. Each in a different genre, difficulty, and speed. The tuning is off quite a bit, but the overall gameplay is something I’m quite pleased about.

Spearman Steve

Release Date: 5/15/17

Spearman Steve, you have entered into Hell. You must fight your way through in order to have a chance for freedom.

This demo was my first take on a top down 2D perma-death style game (like Binding of Isaac). Enemies are spawned in waves, each having their own health, own abilities, and own behaviors. Once the timer reaches zero or all enemies have been killed, a new wave is spawned. The ending also has some loose branching dialogue.

Mr Agent

Release Date: 4/29/17

Mr Agent, you are the top Agent in the FBI, your job is to retrieve what has been stolen by any means necessary.

This demo focused on Raycasting and Level Design. You progress through levels solving puzzles to open doors, turn off security cameras, deactivate laser beams, and taking out bad guys who are in your way.

Stock Simulation

Release Date: 4/25/17

Starting with $1,000, build your portfolio by buying and selling various stocks within adjustable time frames.

This demo focused on UI and Random.Range() in order to have stocks move up and down based on the newsfeed and time. Time can be sped up or slowed down and the duration of play could be shortened or lengthened.

Bomb Diffusal

Release Date: 4/9/17

You need to find the keycode and deactivate the bomb before the time runs out.

This project was learning about arrays. One of four codes are spawned in one of four locations around the map. You need to use that code to deactivate the bomb located in one of four locations. Quite simple, but worked well!

Other Demos – not available

The Threshold – You have been given a gift, the ability to see people that have died. Not only that, but you must help them confront their largest character flaw personified by revisiting pivitol parts of their life. Inspired by The Good Place and the Persona series. I had hired a team of writers to help flesh out the story, but the scope was too large for me. This project was modified and repackaged as The Mysteries of Clark’s Magic Academy through HomeTeam.

Endless Runner – Following a Youtube tutorial, I created a side scrolling endless runner using prefabs where the speed would gradually increase the longer you played. With these smaller project tutorials, I also learned – Flippy Knife, Cut the Rope, Angry Birds, Doodle Jump, a Sliding Block Puzzle, a Falling Typing Game, Fruit Ninja, and others. Those felt like clones of existing games so I did not include them here.

Jessica Fauxley and the ‘Normal’ Year at Hogwarts – This was right at the point where I started to know how to do things. So naturally, I created an open world game in the style of Harry Potter and the Chamber of Secrets on the PS2… by myself. I had written a script, created all the characters, models, animations, spells, puzzles, classrooms, seasons around the castle, and collectables in different pieces, but when you stitched it all together, it was a buggy, broken mess with major burn out.

Borrisville, MI – Figure out the mystery of the town of Borrisville, MI… where definitely nothing happens. For this game jam project I worked with a small team. We had a musician, two writers, and myself as the artist/programmer. This was a challenge to coordinate the audio files, plot, models, and programming to get it all together in 8 hours.

Welcome to Plum Grove – Explore the town of Plum Grove! Enter various buildings, learn about the history of the town and try to find the ghost. This project was a gift to my sister for Christmas. During the process, I learned about Blender modeling, animations, scene transitions, sound, memory allocation, and lighting.

Super Marble Ball – Inspired by Super Monkey Ball, I created a 3D Platformer where you take a marble to the goal in a variety of scenes.


Minor Roles

Grim Enigma – Similar to Doom or Quake – you must use your magical abilities to quickly navigate levels fighting enemies. My work was on modeling and animating the player’s hands.

Galaxy Breacher 2 – You must pilot a space craft and take out monstrous ships in space. My work on the modeling of some of the smaller ships and satellites.

Comet Kicker – Kicker’s home is in danger! Use your furious feet to kick comets to dust! I provided playtesting and QA feedback in the final weeks.

Custard Fall – Collect the custard before it overruns the planet! I did a little UI with this project – primarily in the Main Menu.

Connections – As a glowing orb, you must return to the powers of nature. My work was quite late in this project. I provided playtesting and QA feedback in the final weeks.

Glacier Bound 2 – A first person adventure game where you explore various regions and solve minor puzzles. I provided playtesting and QA feedback in the final weeks.

Fast Food – A game about learning various languages through common food item names. My work was early in this project. I tweaked a couple UI elements and added the wine items.

No Quarter – A single player style arena shooter inspired by Quake, taking place in outer space. My work was early in this project. I produced the player’s original gun (in the trailer) and the blue large enemy robot.

Rovey – A robot has landed on various planets trying to navigate through in a 3rd Person platformer. I came into this project a couple of days before release so my work was limited. I was asked to help flesh out the environmental design.

Core Runners – A third person Sci Fi infinite runner navigating a desert environment. I created the boost system for the spaceship. That included creating a model to pick up in game, creating the UI for the boost system, creating camera animations for when you were boosting (unused), and creating the boost system code functionality.