New

An interactive award recognizing a fellow employee.
Unity

A friction-toggling motorbike action gameplay sketch.

A single-level proof-of-concept of a speedrunning game based around a grappling hook mechanic.

Part of a series of micro games that focus on the tactile sensation of using a touchpad.

Procedural terrain, buildings, vehicles, and flocking behavior in a post-apocalyptic desert setting.

A side-scrolling shooter with the exploration of ideas of urban community and activity as a backdrop.

A puzzle game wherein the main mechanic is gaining and losing masses of cubes to form a goal shape.

A SkiFree clone that aims to improve design aspects of the original through an improved, focused gameplay structure.

A shooter in the form of a stylized, interactive music video.

A single-action mobile game about traversing the internet.

A mini-game commentary that attempts to emulate the email inbox of a typical Georgia Tech student.

A minimalist abstraction of satellite deployment and the clutter of Earth's orbit. Also includes Part 1 of the Classic Series, Atari.

A campy, 8-bit style interpretation of the 1974 film The Street Fighter. Part 2 of the Classic Series, 8-Bit.

An experiment in Mode 7 aeshetics that is based vaguely on surfing. Part 3 of the Classic Series, 16-Bit.

An early proof-of-concept designed to improve the tactile sensation of shooter games on mobile devices.

Experimental designs that attempt to incorporate vertigo into elements of gameplay.
Game Boy Advance

Game Boy Advance project in tilemap mode 0 touching on most fundamentals of GBA development.

A shoot-em-up that allows shooting in four directions, designed to show off the benefits of mode 4's page flipping in constrast to mode 3.

A simple mode 3 game of breakout to demonstrate basic skillset and proper scoping within a limited environment.

A mode 3 calculator with bitwise operators and speed optimizations.

A simple animation to help acquire mode 3 chops.