Robin's Rescue
Involvement: June 2015 - July 2015
Status: Released
URL: http://robinsrescue.twolofbees.com
URL: https://github.com/Cheeseness/robins-rescue
Source Available: LGPL3
Following the development of Above The Waves, I created a second game in the SLUDGE engine with the intention of using its source as an example case in an article on the SLUDGE engine.
The game's sources as well as pre-built binaries were published alongside the article.
- Created background art
- Puzzle design
- Programming
- Writing
- Packaging
Hand of Fate
Involvement: March 2014 - May 2014
Status: Released
URL: http://defiantdev.com/handoffate.php
URL: http://store.steampowered.com/app/266510
After backing Hand of Fate on Kickstarter, and assisting with some Linux specific support issues, I was contracted by Defiant Development to temporarily assist with community support.
- Worked with customers to identify and resolve support issues
- Liaised with upstream engine developers to resolve platform specific issues
- Assisted with QA by organising and confirming bug reports
- Assessed review requests and distributed game codes
Dance
Involvement: August 2013
Status: Released, ongoing development pending
URL: http://www.7dfps.org/?action=games&id=44
For the second 7 Day First Person Challenge, I created a first person puzzle game using Blender's built in game engine, in which players take on the role of a participant in a progressive dance and must strategically swap with their current partner to reach the end goal of being partnered with a specific NPC.
Detailed design intentions and development logs can be found on Dance's 7DFPS page.
At this stage I am considering migrating Dance to another engine and developing a more rounded experience.
- Created game assets (excluding music)
- Game design
- Programming
- Cross platform packaging
Astronomusic Prototype
Involvement: March 2012
Status: Released, No longer developed
In March 2012, flibitijibibo asked if I'd be interested in providing some placeholder assets for an puzzle game prototype with audio processing elements that he was working on for the 2012 Intel Level Up Game Demo contest.
After some brief discussion, we settled on a stylised monochromatic space theme.
- Created art assets for player ship, environment objects, and background elements
- Contributed minor patches
Grenades, Snarks and Teleporters
Status: Released, hiatus
URL: http://www.moddb.com/mods/grenades-snarks-teleporters
Grenades, Snarks and Teleporters (G.S.T.), a deathmatch total conversion for Half-Life featuring silly weapons, hilarious gameplay and weird maps, was Valiant Systems' first released project. G.S.T. began life as a compilation of amusing bugs that we had created whilst developing our more serious total conversion, Guards vs Thieves. Eventually G.S.T. took over as a primary focus, and was released as "Public Beta 1.0" in February 2002 (all future versions of G.S.T. were intended to be "beta" releases).
Development of G.S.T. Beta 2.0 continued until 2004 when resources were reassigned to another project.
- Project management
- Game and level design
- Created 3D and 2D assets and animations
Guards vs Thieves
Status: Unreleased, hiatus
Guards vs Thieves (GvT) was initially conceived as a class/team based multiplayer Half-Life 1 total conversion inspired by Looking Glass Studios' Thief: The Dark Project and its sequel Thief: The Metal Age, and developed by Valiant Systems.
We had that GvT would be be released in 9 level packs which progressively revealed the tale of Ruik and his band of thieves and their strugle against Sherrif Whatsisname's guards through story chapters, FMV cutscenes and in-game sequences.
GvT was relegated to a secondary project as Grenades, Snarks and Teleporters neared its release, and was eventually suspended in 2004 resources were reassigned to another project.
- Project and team management
- Game and level design
- Created 3D and 2D assets and animations
- Wrote novelisation of game plot, cutscene treatment for FMVs and scripts for in-game voice acting
- Voiced in-game character Ruik
- Co-scored music tracks
Misdirected Hostility
Status: Unreleased, hiatus
Misdirected Hostility was conceived as a Serious Sam: Second Encounter total conversion focused around team based gameplay.
Set in a dystopian future where five factions with unique abilities are vying for control over mysterious alien artifacts, Misdirected Hostility forces players to balance their choice of faction against map objectives and the factions that they may be up against.
I was originally brought in to develop Misdirected Hostility's story, and over time my role evolved to include game design, web development, concept art and asset creation.
Misdirected Hostility is a special project that I hope to return to some day.
- Game design
- Developed website
- Created concept art
- Created game assets
- Wrote story treatment and faction bios
Neverball
Involvement: June 2006 - May 2014
Status: Released, ongoing development
URL: http://neverball.org
URL: https://github.com/Neverball/neverball
Source Available: GPL2
I first joined the Neverball community in 2006, three years before 1.5.0, (the first 'community' release) was unleashed upon the world. In the time leading up to and following release, I participated as an active member of the Neverball developer community, taking part in game design and project management decisions. I also coordinated a 'thank-you' project where key community contributors in seven countries signed a t-shirt, which was then sent on to the game's original creator. In 2009, Neverball won Silver in the Hobbies category of Les Trophées du Libre.
I committed patches in C, adding teleporter particle effects and improved internal screenshot management.
In addition to participating in visual design discussions, I contributed graphics for teleporter pads, teleporter particles, custom balls and created the 'Volcano' environment background. I also worked on SVG program icons for Neverball and its sister project Neverputt. I created the design and graphics for the official Neverball website (2009-onwards), and created smilies for the official forums based on the in-game 'thwomp' characters.
Additionally, I have been working on content creation tutorials to help make Neverball contribution more accessible.
Following the release of Neverball 1.6.0 in May 2014, I stepped back from the Neverball community.
- Organised community building activities
- Created website design
- Created forum smilies
- Created background assets
- Created SVG version of the Neverball and Neverputt logos
- Created additional bonus balls
- Worked on teleporter effects
- Contributed minor code patches
- Packaged Desura builds
- Ongoing management of Neverball and Neverputt's Desura profiles
- Developed tutorials for creating in-game assets