Downloadable Games
Professional Games
Personal Games
Color v. 1
Color v. 2
Pokémon Tabletop Legends
School of Fish Emerald
Monastory
Sapphire




Professional Games

School of Fish - 2015
Target Platforms: iPhone, iPad, Android, PC
Development Platforms and Languages: Unity, C#, php, MySQL
Game Genre: Children, Educational
Employment: Game Designer at 30ptDesign

Description
School of Fish is a childrens educational game created for iPhone, iPad, Android and PC, built using Unity.
The player answers quiz style questions to gain fish and objects which they use to fill up their aquarium. They can also share fish with other players, move the objects around, sell fish, and buy other fish in the store for in-game currency. There is no out of game currency, the game is buy to play.

Design
The basic gameplay loop is fairly simple:
1) Answer Question
2) Receive Reward

The reward system is based off of the skinner box, with rarer fish requiring a higher difficulty to have a chance at getting one after each question. The in game currency (coins) gives the player a constant small drip of rewards for each question, while the fish and items are the large randomly appearing burst rewards.
As the game was built for children, there was no punishment system in place for getting a question wrong. This slight drip of small rewards, with occasional large reward that get increasingly rare (as the player gets more types of fish, the number of new types increasingly diminishes) has proven effective in Action RPG's in recent years (Diablo 3, Torchlight, etc.), and remains effective in School of Fish. The goal is to keep the player wanting to play, and in this case, answer educational questions.

Programming
The core of the game was built in Unity using C# for scripting. While most of the game is a fairly simple MVC architecture, there is a split in the location of data, between the images (stored locally), and the questions, which are stored on a MySQL server.
Splitting the data this way allowed for a light internet footprint, but still allows for updating and adding questions on a server, without needing to push out a patch. The database was connected to with php middleware scripts.



Completed Personal Games

Color v. 1 - 2013
Target Platforms: Windows, Web
Development Platforms and Languages: Processing, Java
Game Genre: Platformer, Puzzle, Performance, Challenging
Credits: Alex Lane, Abdulganiyu Yusufu

Description
Color was built to be a difficult 2D platformer, along the lines of Super Meat Boy or I Wanna Be The Guy / I Wanna Be The Boshy . The intended target was players aged 16-25 who are already fairly invested into video games.

The player plays as Boxel, the box who one day, comes to life. The player sets out in search of answers, wandering through levels in a Metroidvania style open world. Along the way, the player collects new colors, which allow them to interact with previous parts of the world in new ways, such as freezing over previously deadly water, and growing plants to solve puzzles. The game ends when the player finds a way to leave the levels they appear locked in.


Design
This game runs off of a carefully balanced reward system, inducing frustration and feelings of impossibility at first, but rewarding mastery of problems and systems presented. The mental rewards come fairly regularly, in the form of white paint pellets (3 pictured above). While some of these are fairly trivial to obtain (The one directly to the left of the player in the image simply requires a jump), each one is intended to teach the player a new skill. The 3 pictured require that the players learns basic movement, rotation of the box and how to use a trampoline. As the player develops mastery over each new system, their enjoyment grows and builds into a desire for the next challenge.

In addition to the white pellets, there are two other rewards. The first is new Colors, which provide a large reward and a burst of enjoyment for exploration players, who can retrace their steps and use their new tool to locate new challenges and areas. The second are secrets, which are signifigantly harder than white pellets, and reward the player with a glimpse into the design of the game. These include pages such as "Cut Ideas", "Most Amusing Bugs While Developing" and "Origional Design for this Level".


Programming
This game was built during first year University, using a library overlay of Java called Processing. I led a team of 3, including myself, to build this game in a term. This was the largest project I had worked on to date, and I learned a lot about software architecture and the importance of good design.

A major mistake made in the programming of this game was building it all in one class. As we got closer to the end of the project, adding features became increasingly difficult, and some proved effectivly impossible given the time restraints. This was a mistake, but one that was learned from very effectivly. Unfortunatly, this hamstrung several critical features as we neared release including issues with resizing based on monitor size (primarily with secrets), and an inability to work on certain computers. This prompted me to begin work on Color v. 2


Instructions to Play
Warning: v. 1 Only works for 64bit Windows computers. You will also need to agree to let it run on your computer, as it is not signed. For neither of the above, download the link in step 3.
1) Download the ZIP for the original here
2) Unzip it, and click through the files until you find Color.exe
3) If it does not work on your PC, click here for the current version of the remake, which should run. (The remake is much less polished, and not complete, as it is still a work in progress).


Controls
WASD movement
Space swaps between colors once you have them.
In v. 1 Left Shift activates a color power, in v. 2 Left Shift also swaps between colors once you have them.
W when at the bottom of a trampoline jump to go higher
There are 15 white pellets to collect.
In v. 2(Press P if you get stuck in a bug)




Pokémon Tabletop Legends - 2015
Game Genre: Tabletop
Credits: Nintendo for Pokémon, Pokémon Tabletop Adventures for Inspiration for Character Sheets, Paizo for Pathfinder, Wizards of the Coast for D&D3.5

Description
Pokémon Tabletop Legends was designed as a system for me and a group of friends to play a
Dungeons and Dragons 3.5/Pathfinder style Pokémon tabletop campaign. To that end, it functions as an adapter system to Pathfinder, heavily using data from Bulbapedia to fill in the information about what stats each Pokémon should have.


Design
The most difficult part of designing the game was figuring out how to generally preserve the soul of each Pokémon, while not needing to change each separately. This means that a Metapod should still be pathetic when attacking, and annoying when defending, or a Pikachu should be fast and highly damaging. This needed to be done while transfering the rules to be playable on pen and paper, rather than relying on a computer.


Download Link
You can download the rulebook pdf here.
You can download a small app to help calculate experience here.




Emerald - 2014
Target Platforms: Windows
Development Platforms and Languages: OpenGL, C++, Processing, Java
Game Genre: Stealth, Exploration
Credits: Alex Lane, Cameron Gilroy, Maverick Mailhot, Game Maker for Images

Description
Emerald was built as a term long project for a second year game development course. It is a stealth game, with an emphasis on open world exploration as the player attempts to escape the city, dodging guards along the way.

The player plays as an unnamed protagonist, who has stolen some precious emeralds from the king. While fleeing, you dropped the emeralds around the city, and were then caught. You must escape from prison, reclaim the emeralds around the city, dodges the guards and make it out the main gates.


Design
The primary challenge in the game is avoiding the guards who are spread around the city. Exploring is rewarded with additional points for each piece of blackspace, which is spent when you die. Each emerald is a small reward, but the primary motivator is exploring the world.


Programming
We knew from the start that we wanted a large world, so we needed to build a tool to make our worlds scale up quickly. While most of the game was built in C++ (OpenGL), I created a separate level editor using Java (Processing). This level editor allowed us to drag and drop, adding any number of images and types, set collision, guard paths and AI, and place the emeralds. This let us ramp up the scale of the game well beyond the scope of what we had initally beleived possible, as new levels could be designed, built and implemented in a matter of hours.




Monastory - 2012
Target Platforms: Windows
Development Platforms and Languages: Java
Game Genre: RPG, 2D, Action
Credits: Bailey Robison, Jake Taylor, Maplestory for Images

Description
A monk is sent out from his monastery by his mentor to conquer a great evil rising out in the world. The player fights through 7 dark bosses only to face betrayal.


Design
The name Monastory comes from a merge of Monastery (where the story begins), and Maplestory where most of the images and basic concept for a 2D RPG came from. The player receives small constant rewards in the form of combo and experience points for hitting and defeating (respectivly) enemies. Combo points allow the player to heal and continue moving quickly, while experience points grant the player levels, increasing their health and damage.

The most important part of the design, however, is the bosses. Each boss was designed to be a unique fight, with 1-4 mechanics that had been present in the levels leading up to the boss. This gave the players a progression of mastery over each mechanic, and then allowed them to test their skill against a boss. Defeating these bosses was a large mental reward for the player, as they move on to a new area with a much different visual pallet.


Programming
This game was built using basic Java. Many of the lessons I learned from this game were lessons I would carry on through my future games.





In Progress Personal Games

Color v. 2
Target Platforms: PC, iPhone, iPad, Android, Web
Development Platforms and Languages: Unity, C#
Game Genre: Platformer, Puzzle, Performance, Challenging

Description
Color v. 2 is the sequel of Color v. 1. The concept and design remain from the first Color. The purpose of the sequel is building a new backend, in a new program that will allow for easier exporting and eventual sale.

Color was built to be a difficult 2D platformer, along the lines of Super Meat Boy or I Wanna Be The Guy / I Wanna Be The Boshy . The intended target was players aged 16-25 who are already fairly invested into video games.

The player plays as Boxel, the box who one day, comes to life. The player sets out in search of answers, wandering through levels in a Metroidvania style open world. Along the way, the player collects new colors, which allow them to interact with previous parts of the world in new ways, such as moving through previously deadly water, double jumping and inverting gravity for every object.


Design
The design for this game remains similar to Color v. 1 with the exception of the following.

The white paint pellets allow access to more areas in a style reminiscent of Super Mario 64's star system. Furthermore the colors all changed.

Currently Implemented Colors:
Blue - Don't die to water
Gray - Double Jump
Purple - Invert Gravity for everything

The secrets were cut from the game, as the expansion of the color power system has opened up more avenues for rewards. The most ambitious part of the project is currently in progress: Implementing a Color that turns the game 3D while you are in it.


Programming
Unlike Color v. 1, this game is built in Unity for easy porting, which will allow it to be made for PC and mobile.


Instructions to Play
1) Download the ZIP here
2) Unzip it, and navigate to the Builds folder. Double click on Color.
3) Select your monitor resolution and click "Play!"


Controls
WASD movement
Left Shift or Space swaps between colors once you have them.
W when at the bottom of a trampoline jump to go higher
There are 15 white pellets to collect.
(Press P if you get stuck in a bug)



Sapphire
Target Platforms: PC, iPhone, iPad, Android
Development Platforms and Languages: Unity, C#, JavaScript, MySQL
Game Genre: TCG, Online, Board Game, Multiplayer

Description
Sapphire is an online TCG with a twist: there's a board. Players place units, buildings and cast spells on a turn based battlefield to attempt to capture over half of the crystals on each map before their opponent can.

The profit model for the game is pack based, along the lines of the physical Magic: The Gathering or the digital Hearthstone.


Design
The design is split into 2 parts, in game and out of game.

In Game
The reward is a simple mastery over an opponent reward. It's the same drive that pushes players through each League of Legends or Hearthstone game. In the game, the thrill of planning and an outplay drive the moment to moment, while the anticipation of the joy of a victory drives the whole rest of the in game design.

Each turn is a series of choices. Players have 5 energy, plus 1 for each captured crystal, with which to play cards. Buildings and units can only be played inside the zone around either the player's starting point, or a captured crystal, while spells can be played anywhere. This provides extra power to defense, while also allowing snowballing through increased pressure applied through more energy per turn.

Units are what is used to capture points, and fight other units and buildings. Buildings are used to improve units and defend stationary points. Spells are used to break fortifications of buildings and units. Spells have a mechanic similar to the overload mechanic in Hearthstone, where energy is locked the turn after a spell is cast equal to the amount of energy expended on spells. This is to ensure that spells must be used efficiently, and they do not take over due to their immediate effect as they did in the early years of Magic: The Gathering.


Out of Game
The player receives a small reward of gold after each game, more for a win. This gold can be used to purchase packs of cards, which contain a random assortment of cards. There is also a premium currency of Sapphires, which cost real money and can be used to purchase packs.
There will also be a supported third party market, where players can sell cards to each other for gold or sapphires, with a 10% cut taken from each transaction.


Programming
The base for the game is built in Unity for easy porting, which will allow it to be made for both PC and mobile.

The server will be a JavaScript dedicated server, and player data will be stored on a MySQL server. This architecture should allow players to play on various devices using the same collection of cards and rating when a ranked system is implemented.