Expanded Notes
Most Recent / Most Developed
Humanity Sucks!
Glory For Goblins is my most developed game project so far: play as a the Goblin King and his hoard destroying human villages encroaching on your sacred land.
It has pushed me most deeply into UI/UX, visual hierarchy, and 2D asset design. Going forward, I want to expand it through stronger gameplay loops, environmental storytelling, and a tighter relationship between 2D and 3D.
Developed together with a small team and the non-profit MonRiverGames, GFG is my foray into project management and artistic development.
Steam Demo out soon.
UI / UX + 2D Assets
A collection of some of the implemented assets currently in Glory For Goblins. Each section highlights a different key aspect of the game.
Player Interactions
Character Direction
Interface Pieces
Other Projects
A parody horror game built around chase mechanics and camp slasher energy.
Play game →A top-down search adventure about navigation, objects, and getting out alive.
Play game →A satirical management concept where cute rulers mask more sinister systems.
Play game →A platforming escape built around timing, hazards, and a machine trying to survive. Currently apart of MonRiverGame's "WVU Arcade"
Play game →