Dreamscape
Fall 2007, Game Director

From the very beginning, I've always wanted to make a 2D fighting game, a tribute to the once mighty fallen genre. Of course, the main hurdle had always been art - every new character drastically increases the number of sprites to be drawn, and people with the required skillset are simply rare.

But thanks to the magics of 2D skeletal animation, indie fighting games are no longer an elusive beast! Dreamscape boasts six unique characters, each with a variety of complex moves and animations, and all without having to hire an army of veteran sprite artists. Although whether John Nesky can be classified as a one man army is still pending supreme court decision.

stuff I claim to have done
> game design:   concept, combat mechanics, move/animation scripting
> programming:   Lua binding, user interfaces, general gameplay
> production:   team org, scheduling, task creation and assignment

Power Monkey Run
Fall 2007, Designer + Programmer

Power Monkey Run was a game three GCS members put together in a fortnight. Needless to say, it was a lot of work, cramming all that we could into the game and cutting all sorts of corners to get the game up and running.

The design for the game is really simple, somewhat boiling down to multiplayer pac-man but you claim dots instead of eating them. But despite it's simplicity, there's a surprising amount of depth in block acquiring strategies. When do you stop claiming new blocks and start going after an opponent's blocks? What's the best path through the level? Does changing a character's color matter? (The answer is no)


GCS