A very short visual novel taking place entirely on the player's desktop, where the main character uses C#'s impressive control over windows systems to mess with the user's settings. We wanted to foster a bit of hyperreality, and make the player feel uncomfortable with just how much control the program seemed to have over their computer, and I think we accomplished that well.
I contributed some of the unnerving effects seen in the video, and created the mechanism by which the novel advances.
No itch.io link for this one, as I don't think the itch.io admins would appreciate it
A 3D platformer about a time traveling cell, where the player will have to be helped by versions of themselves from the past. They have to do things like press a button to open a door or extend a platform in one loop so that they can go through the door or jump on the platform in the next loop.
I contributed to the mechanism by which the player rewinds along with both the second and third level.
More of a simulator than a game, but we used Unity Technology's Machine Learning agents to train sword fighting agents. The agents are given rewards that encourage them to attack the other agent with their sword, block the other agent's sword with their shield, and a slight reward for getting closer to the other agent to encourage aggressiveness. This ultimately creates a quite interesting to watch fight between the agents
I designed the agent layout and movement, and contributed to the training parameters. I also spent a lot of time training the agents.
A puzzle platformer for two players, where only one has the answers. We had played and enjoyed Keep Talking and Nobody Explodes, but felt that there wasn't all that much gameplay beyond doing what they were told for the player with the bomb. So, the goal of this prototype was to see how the game played if the defusing player was given something to do as well.
I designed and implemented both the puzzle and maze levels.