Games

Games #


Soap Glider #

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A precision platformer inspired by the classic Android game Run.

  • I used signed-distance fields and path-tracing for the foreground, and pre-rendered images for the background.
  • I implemented subsurface scattering, ambient occlusion, cubemap reflections, glare, and motion blur.
  • Might cause migranes.

The Blue Break #

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A surfing game I made for the Chili Code Jam #3 in less than 7 days. Since then I’ve been working on a massive update to improve the fidelity and apply advanced rendering techniques.

  • I combined path-traced SDF geometry—used for effects—with rasterized triangular geometry—used for rigid objects.
  • For physics I generate SDF representation of meshes.
  • Instead of Phong, I implemented a modified version of the EON BRDF formula, which gives much better results.
  • Everything is multi-threaded using a custom job scheduling system.

itch


Wanda #

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Enter-the-gungeon-inspired Bullet-hell game.

  • High-quality ray-traced pre-rendered backgrounds.
  • Point lights.
  • Real geometric displacement mapping.
  • Ray-traced reflections.
  • Collision map generated from the geometry.
  • Local co-op with mouse-and-keyboard versus controller.
  • Custom SDF primitives for architectural elements.
  • Screen-space effects: curvature-based outline, bloom, image-based glare.
  • Skeletal animation.

Bribe Artist #

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You have 20 seconds to draw a fake dollar, or you go to jail! Made for the 20 Second Game Jam 2024.

  • Runs in the browser.
  • Uses a hacky statistical algorithm to score your drawing.

itch


Bogwalker #

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Logic puzzle game. It’s like Minesweeper, but you can sense the mines from further away. I made this in 2 weeks.

  • Randomly-generated levels.
  • 4 difficulty settings.
  • A beautiful water shader.

itch github


Blade & Eye #

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First-person golf-themed fantasy adventure game I made for a game jam. Iconoclastic controls. Hit watermelons to score points. It’s a simple demo for a greater idea.

  • Used Blender as a level editor.

itch