Lessons Learned
I learned a lot about deadlines. There were a lot of ideas we tossed around, and most of them made it in. There were a few, like the template system, that didn't get in until after release. And then there are things that still aren't in, like alternative outfits for the other characters. We just didn't have time and had to prioritize what would benefit the game the most.
I already knew the planning phase was very important, but I got a chance to experience that first hand. Spending weeks working on a project full time without touching the code much was something I had never done before as I usually work on small experiments for fun, whereas this was a full game that needed to be released to a public audience. Seeing how rapidly the game changed was interesting and exciting to say the least.
I also got the chance to learn things on the fly. While I knew how to work Unity's interface quite well, I knew very little about programming in it. Every time I needed to do something I had to start scouring through the Unity documentation. This was made a lot easier by the fact that we were mainly working with text and static images. Regardless, I learned a lot about Unity and it is now my engine of choice for various other projects.
Development
Clinic Ninja was an educational game developed for Horizon Health Care to help reinforce meaningful use standards in their students educational courses. It was developed over the course of 3 months by a team of 4 people, though we would continue to support it until the end of the year. I was the primary programmer for the project, setting up databases for the events as well as a random generation system for key words and answers. It is a multi-purpose system that could be use for a multitude of text based adventures.
Notes
Sadly, shortly after our support period had ended, support for the Unity Web Player was dropped from most browsers. This lead to the project being unplayable, as internet explorer is currently the only modern browser that will run it.
Other Projects


Glide, hop, gallop, and slither your way across the Gauntlet of Enlightenment in Samsara - a 2D side scrolling platformer! Play an imperfectly incarnated Buddhist monk with the power to transform into various animals from the Chinese Zodiac. Conquer the modular gauntlet, or add on to it with your own custom creations!


Make your final stand against the onslaught of colorful invaders in this 2D top down shooter! Use a variety of weapons to combat the deadly horde: The tried and true pistol, the pray and spray machine gun, the apocalypses favorite shotgun, and of course a laser cannon.


A catastrophic event has sent the world into a spiraling decent of chaos. For every effect, however, there is a cause. You exist in one moment, frozen in time. Use the final thoughts of those at the heart of it all to track down the source of the calamity, and erase their very existence from history itself.


The SparkEngine is a feature rich platforming engine created for GameMaker 7. It was designed for beginners, and is known for its single line character controller. It handles movement, gravity, wall jumping, double jumping, collisions, physics, animation, audio, scaling, camera control, motion blur, and more!


A narrative review, written for the annual GDC Game Narrative Review Competition. In this award winning essay, I dive into the facets of storytelling through use of mechanics, as well as the excellent utilization of medium, that made Undertale a worldwide phenomenon!


A narrative review, written for the annual GDC Game Narrative Review Competition. In this award winning essay, I provide introspective as to how Brothers manages to convey a sense of character and feeling of loss, not through spoken word, but by utilizing clever gameplay mechanics and even the player's method of input.












