Children of Liberty
Children of Liberty is a long-in-development passion project for Lantana Games. The game is a kid’s stealth adventure where players learn about the events of Paul Revere’s Ride by playing as four kid spies working for the Patriots. The game has been progressively upgraded from Unity 3 to 4 to 2018, and I have helped explore the engine’s features as to improve artist pipelines and in-game visuals. I have served multiple roles throughout its development, including Creative Director, artist, level builder, writer, researcher, and marketing lead. The game is being built in Unity 2018 for PC, Mac, and Linux.
Awards: Kickstarter Featured Project, March 14, 2011; GameDev.Net Image of the Day, October 7, 2016
Available: Steam Early Access
Mondrian – Plastic Reality
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. The focus this time is on traditional art history, particularly modern art history, and delving into the lives and works of our playable characters. Other new features include the ability to paint levels, new block types and modifiers, and a backend “Color Wheel” system to dynamically generate relational colors in every level. I have served primarily as the game’s Project Lead, programmer, designer, and communications director. It is currently available for Windows with a Mac version on the way in the future.
Mondrian – 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.