Icicle
Involvement November 2014 - Present
Status: Unreleased
URL: http://icicle-engine.org
Icicle is an in-development game engine focused on delivering text oriented experiences that I originally started while working on Winter's Wake for 7DFPS. It foregoes the parser and button based interfaces of traditional text and hypertext adventures in favour of first person "mouselook" style controls, and presents itself mechanically as a single verb point and click adventure game.
- Application design
- Programming
plus-x
Involvement: February 2021 - Present
Status: Released
URL: https://cheeseness.itch.io/plus-x
URL: https://gitlab.com/Cheeseness/plus-x
Sources Available: MIT
Early in 2021, I developed and released a small tool aimed at allowing developers on non-Unix operating systems to manage Unix style executable permisions.
Para CMS
Status: Released, ongoing development
URL: http://para.jbushproductions.com
Source Available: GPL3
Para CMS is a GPL licenced, PHP based, light weight content management system that renders content from plain text files. It was originally created for the Big List of 3rd Party DRM on Steam as a replacement for Wordpress, allowing content to be maintained via a Git repository.
- Designed Parasaurolophus used as mascot
- Developed initial 0.1 release
- Review commits
- Manage project/community
- Ongoing development
Transcriberer
Status: Released, ongoing development
URL: http://transcriberer.jbushproductions.com
Source Available: GPL3
Transcriberer is a GPL licenced, HTML and Javacript transcription aid, which exposes convenient keyboard shortcuts for playback control and time stamp insertion without the text input area losing focus.
I originally wrote Transciberer to assist with the creation of shownotes for SteamLUG Cast and for transcribing audio interviews for Cheese Talks.
- Developed initial release
- Designed page CSS
- Ongoing development
Cheese Talks
Involvement: July 2011 - Present
URL: http://cheesetalks.twolofbees.com
Cheese Talks started by accident after I interviewed Steamworks/Vapor developer VoiDeD in an attempt to raise awareness of Vapor and investigate the accuracy of some of its download statistics. I needed somewhere to host that interview, so I pulled across an article I'd written about the behaviour of the TF2 community which was previously hosted on the main Two Lof Bees domain.
Shortly afterward, I did a three part interview with Desura's Linux Games Lead, Protektor, and the site grew from there, hosting the Humble Visualisations as well.
I get a lot of enjoyment about being an independent writer like this, and it's led to a number of interesting opportunities and helped me cross paths with some great people.
Open Source Developers Conference 2014
Involvement: September 2014 - October 2014
Status: Completed
URL: http://2014.osdc.com.au/
In September 2014, I was approached by conference lead organiser Arjen Lentz to design a shirt fitting with the 2014 conference's theme of openness, inclusiveness and connectivity. After working through several design concepts, we settled on a "shape mosaic" concept featuring a range of stylised representations of devices, appliances, utilities and people forming the shape of the OSDC koala logo.
Steam Database
Involvement: January 2013 - January 2014
Status: Completed
URL: https://steamdb.info
In January 2013, I was invited to work on the first of several iterations of the SteamDB logo, liaising with xPaw and Marlamin to create something that matched their vision and requirements.
Stycil Tux
Status: Released
URL: http://twolofbees.com/artwork.php?iid=870
Originally, I created the "Stycil Tux" design for a project I was working on, but it didn't end up getting used. This was a little disappointing for me, and I spent a little while trying to find other things that I could retro fit it into. In the end, I decided that since I didn't have any specific use for it, but I still wanted to see it find some purpose somewhere, that licencing it for public use would be the best option.
Since then, the design has appeared on wine glasses, on t-shirts, and has been adopted as a logo by The Big List of Steam games on Linux. A derivative has also been used as a logo by the linux_gaming subreddit.
Tuz
Status: Released
URL: http://en.wikipedia.org/wiki/Tux#Tuz
In preparation for the 2009 linux.conf.au conference, I recreated the Tuz mascot as an Inkscape SVG based on an unfinished piece by Andrew McGown. As part of a pledge by Linus Torvalds during the Penguin Dinner auction, my version of the Tuz replaced Tux as the mascot for the 2.6.29 Linux kernel, and was released under a CC BY-SA licence.
flibitijibibo Logo
Involvement: May 2012 - Present
URL: http://flibitijibibo.com
In 2012, I designed a custom logo and business card design for software developer/game porter/audio guy flibitijibibo. We had previously collaborated on a number of projects, and have more stuff on the go, but that's covered elsewhere.
- "Cross-platform Audio ninja" logo design
- Business card design
BlueHackers.org
Involvement: August 2011 - Present
Status: Unreleased, hiatus
In August 2011, BlueHackers.org founder Arjen Lentz contacted me to see if I'd be interested in creating some t-shirt designs that could be used to raise awareness of depression, anxiety or bipolar disorder. Whilst this project was put on hold in favour of another collaboration with Arjen, several designs have been finalised and will hopefully be used at some stage.
The Big List of 3rd Party DRM on Steam
Involvement: December 2011 - April 2013
URL: http://steamdrm.flibitijibibo.com
In December 2011, maintainer of The Big List of 3rd Party DRM on Steam maintainer asked if I'd like to design a new logo. Over the next few months, we discussed the idea of replacing the then-current wordpress site with something that would allow content to be managed in plain text, eventually resulting in the development of Para CMS.
In April 2013, the website was retired and its content migrated to PCGamingWiki.
- Developed logo and revised website design
- Developed custom content management system
Unannounced Board Game
Status: In development, ongoing
In August 2011, I was invited to collaborate on a board game. I decided to make use of Blender to create a cute, busy representation of modern daily life to use as the background for the board. I also assisted with development of game design concepts and testing.
- Game design
- Graphic design for cards and board
Wooden Snail
Involvement: May 2012
Status: Unreleased
In May 2012, I created a logo/mascot for a project called Wooden Snail by fellow SteamLUG collaborator meklu. Drawing upon the Trojan Horse tale as inspiration, I used Blender to create a cute scene depicting a wooden snail being pushed by a lone soldier.
Fossil Sweeper
Involvement: February 2021 - Present
Status: Active development, Prototype released
URL: https://fossilsweeper.jbushproductions.com
URL: https://www.youtube.com/watch?v=YD-_5zHiok0
URL: https://cheeseness.itch.io/bonesweeper
Early in 2021, I prototyped a game that reframes classic Minesweeper gameplay as excavating fossils of mesozoic animals, and exposes some progression via being able to assemble fossils into skeletons.
A the end of 2021, I was given a small grant by Screen Tasmania and went into production on a "full game" based on the Bonesweeper prototype, expanding the concept with an interactive world map, a third person museum phase, cusomiseable avatars, and additional gameplay.
In 2023, the working title of "Bonesweeper" was retired in favour of Fossil Sweeper.
I am currently aiming for a 2023 release on Linux, MacOS and Windows.
- Game design
- Programming
- 2D art
- 3D art
- Foley
- Prototype music
In the Snowy Winter's Wake
Involvement: November 2014 - Present
Status: Unreleased, ongoing development
URL: http://winterswake.com
For the third 7 Day First Person Challenge, I prototyped a first person interpretation of a text adventure, attempting to re-create the kind of player-imagined experiences I recall from text adventures and books in a new and interesting way.
The result is a single verb point and click adventure with "mouselook" controls and text descriptions rather than graphics. Positional audio and background tinting provide additional orientation cues and help instill a sense of presence.
I am currently aiming to release Winter's Wake on Linux, Mac OS and Windows. Development is currently low priority behind other projects.
- Game design
- Engine programming
- Cross platform programming
- Writing
- Initial sound design
ART for Snakes
Involvement: July 2024 - Present
Status: Released
URL: https://splerp.itch.io/art-for-snakes
URL: https://www.youtube.com/watch?v=uEHSG49Isgo
In July 2024, I joined developer Splerp last minute to round out a submission for Pizza Jam. Taking Splerp's existing work, we developed a concept around the idea of a snake eating paintings in an art gallery. During the jam, I spent my time creating 2D background art, sourcing culturally prominent public domain works that would make up each exhibit's content, and designing levels.
Across August 2024, we expanded the jam prototype into a "full game" featuring over 200 paintings across 11 exhibits, presented as a branching campaign. I expanded my role to include programming, audio recording/editing, and trailer production.
- Original 2D art
- Level design
- Programming
- Foley recording and audio ediing
- Trailer and promotional materials
Bat Egg
Involvement: March 2021 - Present
Status: Released
URL: http://bategg.twolofbees.com
URL: https://cheeseness.itch.io/bat-egg
Fulfilling promises from 2019, I created a long-planned flapformer game in which players must manage momentum, gravity, and stamina as a cute bat egg searching for its family.
- Game design
- Programming
- Writing
- 2D art
- 3D art
- Foley recording
- Initial music
- Trailer and promotional materials
Hive Time
Involvement: May 2019 - Present
Status: Released
URL: http://hivetime.twolofbees.com
URL: https://cheeseness.itch.io/hive-time
URL: https://www.youtube.com/playlist?list=PL57oGW0nMcYOJ3Uvu3es3zSDbWj7edirn
Hive Time started development as a 10 day game jam project created in collaboration with Mim at the end of April 2019. Following a positive reception to the jam prototype, I continued to work on the game until its eventual release in December 2019.
In addition to to general development summaries and a stream per month, I also kept a dev blog during development talking about additions/changes and the intent behind them.
In the year following release, I shipped a bunch of maintenance patches and content updates.
- Game design
- Programming
- Writing
- 2D art
- 3D art
- Foley recording
- Promotional materials
- Post-release content updates
Ruben the Claw Troll
Involvement: March 2018 - May 2018
Status: Released
URL: https://steamcommunity.com/sharedfiles/filedetails/?id=1329533230
URL: https://cheeseness.itch.io/ruben-the-claw-troll
URL: https://www.patreon.com/posts/19378255
While working with Defiant on getting mod support ready for public consumption, I created an encounter chain exploring feelings and reflections on sharing life with a pet. Ruben The Claw Troll reimagines and reframes some of the real-life adventures of a labrador named Frodo.
- Encounter design
- Card art
- Writing
- 2D art
The Away Team
Involvement: July 2017 - Present
Status: Released
URL: http://awayteam.space/
URL: https://underflow-studios.itch.io/the-away-team
URL: https://store.steampowered.com/app/426290/The_Away_Team_Lost_Exodus/
URL: https://underflowstudios.com/the-away-team-lost-exodus-redesigning-the-argo/
URL: https://www.underflowstudios.com/the-away-team-lost-exodus-making-memories/
In 2017, I discovered a text-focused sci-fi game that I really liked. Eager to assist with resolving some Linux issues, I approached the game's lead developer about helping out, and eventually made an expansion-scale update aimed at solidifying and enhancing the game's existing identity.
- Mac port
- Game design
- Programming
- Writing
- 2D art
- Foley recording
- Promotional materials
Cloud Courier
Involvement: September 2021 - Present
Status: Prototype released
URL: https://cheeseness.itch.io/cloud-courier
In Setpember 2021, I participated in the Stop Waiting For Godot Jam, creating a small game about delivering packages in a hot air balloon for villagers who live on floating islands in the sky.
After some time to reflect following the jam, my collaborators and I decided that we'd like to expand Cloud Courier into a slightly larger project, which we expect to grow slowly over time.
- Game design
- Programming
- Additional 2D art
- Foley
Honeycomb CRUNCH
Involvement: May 2019
Status: Released
URL: https://cheeseness.itch.io/honeycomb-crunch
URL: https://gitlab.com/Cheeseness/honeycomb-crunch
Sources Available: LGPL3, CC BY 4.0 Assets
For the May 2017 Tasmanian Linux User Group meeting, I gave a talk/demonstration on making games with the then-recently released Godot 3.1 engine. In preparation, I created a small avoid-the-obstacles game that I could do a code walkthrough of, and did a public release of sources.
- Game design
- Programming
- 2D art
- 3D art
The Spicy Meatball Saves The Day
Involvement: March 2017 - September 2017
Status: Released
URL: https://cheeseness.itch.io/spicy-meatball
Early in 2017, I created a lightly comedic superhero adventure game in the Icicle Engine for the Linux Game Jam.
Later in the year, I shipped a slightly more polished version along with a trailer.
- Game design
- Programming
- Writing
- 2D art
- Additional sounds
- Promotional materials
Supply Chain
Involvement: March 2020 - June 2020
Status: Released
URL: https://cheeseness.itch.io/supply-chain
URL: https://gitlab.com/Cheeseness/supply-chain
Sources Available: MIT, CC0 Assets
As part of introducing a friend to game development and the Godot engine, I pulled out a minimalist management sim game concept and went through the process of creating it together. In addition to releasing the game itself, we also released its sources and assets.
- Game design
- Programming
- 2D art
Colossal Cave Adventure - Icicle Edition
Involvement: October 2016 - Present
Status: In development, demo builds available
URL: http://adventure.icicle-engine.org
URL: https://cheeseness.itch.io/colossal-cave
Colossal Cave Adventure - Icicle Edition is an Icicle engine remake of the 1976/7 terminal based text adventure game Adventure (also known as ADVENT, Colossal Cave and Colossal Cave Adventure), originally developed by Will Crowther and expanded by Don Woods.
This iteration of Adventure is being created as part of The Year of Adventure to celebrate Adventure's 40th anniversary. The Icicle engine exposes text oriented content through first person mouselook style controls and provides single verb point-and-click adventure style mechanics in place of a text parser. Colossal Cave Adventure - Icicle Edition aims to hold true to the spirit and atmosphere of the original game, but does make some content and puzzle concessions in order to fit better with the Icicle engine's interface and structure.
- Engine development
- Tools development
- Additional writing
- Website development
- Packaging
Hidden Star
Involvement: April 2016 - Present
Status: In development, prototype builds available
URL: https://cheeseness.itch.io/hidden-star
URL: https://github.com/Cheeseness/hidden-star
Source Available: GPL3
Initially created for LOWREZJAM 2016, Hidden Star is a space exploration/trading/combat game presented at 64x64px.
- Concept art
- Created visual assets
- Writing
- Programming
- Platform specific packaging
FLAT
Involvement: June 2012 - Present
Status: Released, ongoing development
URL: http://flat.jbushproductions.com
Source Available: GPL3
FLAT began as a game created for the 7 Day First Person Challenge in June 2012, a week long event in which I attempted to create a game from scratch with a team consisting of two other developers. During the event, I focused primarily on creating art assets in Blender and then batch rendering out to 2D sprite sequences using an array of cameras at set angles.
In the week following the 7DFPS event, I added additional features, art assets and gameplay fixes to make a more polished "post-7DFPS" build available. I also worked with composer Anton Riehl, who had offered to write a score for the game, and implemented a simple context sensitive music system.
In July 2012, we decided to release FLAT under the GPL in order to give others the opportunity to learn from or improve the game.
- Created art assets for enemy skaters, pulse dragon, player weapons, environment crystals, and background elements
- Voiced player and enemy pain sounds
- Implemented music system
- Game design, testing and balancing
- Packaged Linux release builds
- Ongoing maintenance
Crab Lab
Status: Concept
Crab Lab will be a small scale 2D puzzle game.
Unannounced Portal 2 Mod
Status: Concept
During 2012, I wrote a treatment and produced storyboards for a short Portal 2 mod which follows the experiences of a trapped Aperture Science employee around the time of GLaDOS' neurotoxin incident in a manner that pays homage to Valve's style of storytelling.
It's my intention to collaborate with a small team of other artists/developers, and the schedule for this project will depend on the convergence of availability.
Unannounced First/Third Person Exploration Game
Status: Concept, ongoing development
In 2012, I began concept work on a multiplayer first/third person exploration/puzzle game with another developer with whom I've previously collaborated.
At this stage in development, we are anticipating using Unity 4 and targeting Windows, MacOS and Linux.
- Game design
- Concept art
- Story treatment
Fotham
Status: Unreleased, ongoing development
Fotham is the codename for a small scope mutliplayer top-down shooter developed by Valiant Systems.
Currently I am the only active developer on project Fotham.
- Game design
- Concept art
- Initial prototyping
Unannounced Linux Release
Status: Unreleased, ongoing development
Involvement: December 2012 - Present
Towards the end of 2012, I was invited to assist with publishing a Linux verion of an existing indie game.
Helping Other Devs
This document contains a partially complete list of games that I have helped out with in some form, including but not limited to offering advice, testing, providing code snippets, troubleshooting, participating in development, liasing with upstream projects/developers (big shout out to Levi Bard from Unity Technologies). Typically, this has been with regards to Linux support.
Inclusion in this list does not indicate that a Linux port has or ever will be published, nor does it speak to the quality and stability of Linux support. Inclusion in this list does not indicate any endorsement of me by the project's developer or vice versa (though I do think these are all pretty neat games!).
Access to builds/feedback opportunities that were part of normal experiences with crowdfunded or early access games is not included, neither is help provided to developers during game jams.
This list is woefully incomplete because I'm terrible and never kept notes. If your game is not here and I've lent you a hand in the past, please get in touch!
2024 Titles
2023 Titles
2022 Titles
2021 Titles
2020 Titles
2019 Titles
2018 Titles
2017 Titles
2016 Titles
2015 Titles
Pre-2015
J Bush Productions
Involvement: July 2011 - Present
URL: http://jbushproductions.com
In 2011, after recovering from hand injuries, I decided to pursue freelance photography, graphic design and software development in favour of a more intensive "day job".
I'm most interested in building ongoing working relationships with people and collaborating on interesting and engaging projects.
I generally use a negotiated pay-what-you-want approach to pricing, which has been an interesting experiment.
Two Lof Bees
Involvement: March 2010 - Present
URL: http://twolofbees.com
Two Lof Bees originated as a means to store and catalogue notes, scribbles and drawings that Mim and I made for each other. We had noticed that other people seemed to be pretty excited by some of our drawings, so we decided to share them with the world.
It's an amazing feeling to know that your art brings happiness to others :)
Grumpy Bunny (Fiction)
Status: Unreleased, ongoing development
Grumpy Bunny is a Two Lof Bees picture book that I've written and am in the process of illustrating, which explores the impact of memory loss.
The Prince and the Princess (Fiction)
Status: Unreleased, ongoing development
The Prince and the Princess is a Two Lof Bees picture book based on a concept by Mim. We've collaborated heavily on writing and drawing, and are hoping for a 2013 release.
Unannounced Graphic Novel (Fiction)
Status: Concept
I have a short graphic novel that I've written an outline for which I intend to come back to at some stage.