Mondrian – Plastic Reality is the sequel to Abstraction in Beauty (see below). The game is a massive evolution on the original, featuring five playable characters, revamped graphics, smoother gameplay, mod-compatibility, and a powerful level editor called Mondrian Maker. Players go on time tripping art heists to uncover lost masterpieces and build an incredible art museum. Other new features include the ability to paint levels, new block types and modifiers, monthly events with in-game rewards, and a backend “Color Wheel” system which lights up both levels and Razer Chroma RGB devices.
I have served primarily as the game’s Project Lead, programmer, designer, and communications director. It is currently available for Windows.
Abstraction in Beauty
Mondrian – Abstraction in Beauty began life during the Indie TeamUp Jam, dedicated to making Breakout games. The first build of the game was completed in a weekend, and the game itself launched five months later. The game features orbital gameplay instead of the traditional horizontally-moving paddle, and uses works inspired by Piet Mondrian to explore videogame art history, with the game changing resolution and color-depth to emulate how the game would look in different eras. I primarily served as the game’s programmer and designer, with minor art responsibilities. The game went on to win a couple awards and sell over 20,000 copies. It is available for Windows.
Awards: Indie Arcade 2016 Official Selection; Indie Revolution Expo 2016 Audience Choice Award
Moonlight – Mistress of Mischief was a project for the Stealth Jam. Players take on the role of a female thief, robbing gems throughout grid-based castles, one room at a time. The game featured 10 levels in 2 different castles, basic stealth systems, collectible gems, unlockable doors, environmental traps, crates to hide in, two basic enemy types, and about an hour of gameplay.
Hunter’s Gulch was another game jam title from early in Lantana’s history. The player takes on the role of a cowboy from a top-down perspective, hunting wild animals on horseback while dashing through an obstacle course filled with cacti, canyons, and raging rivers.
The Longest Night was my first game. Players take on the role of an overburdened manager of a homeless shelter on a snowy night. As the night progresses, the shelter gets busier and busier. With a limited number of beds and the snow getting worse, players experience the difficulty choice in high pressure situations.