Update to the Dusty game


An early blender model of the hover sailing ship.

This project still doesn’t have an official title. It started, mostly a sandbox for me to experiment with Rust/pubG game elements, but as I played around with this idea came to me: The concept is a super-flat world where the procedurally generated elements will float above the surface. These floating mountains would be a refuge for farmers and/or criminals. WHO: You play a person from the lowest cast of society “scav” short for a scavenger, these are a group of people wander the surface looking for anything of value. WHERE: This is an alien planet that humans have sucked dry of all ‘harvestable’ recourses. WHY: Your character has been given a chance to enter a competition, one that evolved out of desperation. It’s solo Iditarod style race that starts and ends at two extreme distances. Along the way, there will be O2 and Water harvesters (you’ll need to find in order to survive) as well as checkpoint base stations.

Billboard experiments

While researching how to implement a dialogue system (vomit emoji) in Unity3D I randomly ended up finding this awesome blog post about Billboard orientation for 2D spites using 3d cameras in perspective mode. This shows some of the quick experiments I whipped up after implementing his ideas. Pretty elegant solution for an annoying problem.


// BillboardSprite.cs
using UnityEngine;
using System.Collections;

public class BillboardSprite: MonoBehaviour {

	public Transform MyCameraTransform;
	private Transform MyTransform;
	public bool alignNotLook = true;

	// Use this for initialization
	void Start () {
		MyTransform = this.transform;
		MyCameraTransform = Camera.main.transform;
	// Update is called once per frame
	void LateUpdate () {
		if (alignNotLook)
			MyTransform.forward = MyCameraTransform.forward;
			MyTransform.LookAt (MyCameraTransform, Vector3.up);












Ludum Dare 38 Submission!


What have I been up to you ask???

Well, besides working on my own projects I took part in the Ludum Dare Game Jam. Basically we locked ourselves in a room and made game in 72 hours. This year I joined up with @kalaena, check out her blog HERE! The theme to this years Jam was “A Small World”. Our concept was simple, you play a Parasite who is resting comfortably inside a slice of pork sushi (yes that kind of parasite & yes I said pork), at a roadside gas station. 

Your new ‘HOST’ Gary decides your sushi home is a delicious roadside snack. From there on out you’re mission was to race the clock and do as much damage as possible then escape… out the… you know*.  Time as all game-jams is a cruel mistress so, we were only able to get some basic game functionality working along with some pretty cool levels and some great art that @kalaena made that brought the whole thing together.

You can also checkout the GITHUB link for the source files of our game. We had a ton of fun making it and everybody learned great deal. Thanks for visiting!

[here’s some pics from the game, development process and concepts.]


Starting a project and memory lane.


3D pre-rendered insanity!

As with all projects it begins with research, you go and play and study and teardown other games to get your head wrapped around what makes the good tick and the bad thunk. Since working at both a Flash Game Studio and a AAA Console publisher I feel absolutely honored that I got to see the process undertaken by people far more capable than I. Then to see the time and effort and frustration and excitement in their eye’s knowing they could ending up with a game that either gets lifted up to praise or tossed into a pile.

It’s a very humanizing thing to see.

But that’s just a little introspection. What we’re talking about is much less weighty. You see the quark here is, that I LOVE a game from the 90’s that wasn’t the most widely praised or sought out mega title. The only console system my brothers and I ever owned was an atari 2600 that only had one working controller and an NES system with probably 3 games. Both sat in the closet and collected dust. What I did have was an Intel i486dx2-66 beige-box running (you guessed it!) a whooping 66mhz!

Just look at this hotness.
Just look at this hotness.

At the time I had ZERO influence as to what made a great game, great. It was just me, this PC with a heavily modified autoexec.bat boot sequence and a video card that had less RAM than a 60’s era satellite

On the rare occasional we took a trip to Egghead Software in Covina, CA where I could blow my allowance money on an outdated game from the dusty clearance bin. That’s where I found the Journeyman Project TURBO! “The World’s First Photorealistic Adventure Game!”

Just look at those Computer Generated Graphics!

Like the First CD you bought yourself at Tower Records or your first time driving a car. Such first impressions stay with you. And for some reason or another this amazing little mystery click adventure game has had a major influence on me. It could be the theme, the early 90’s synth-rock soundtrack, the story… even the the tiny little GOOGLE GLASS headset you wear 99% of the time. Who knows. But maybe the game trailer can help explain a little bit better than my own personal ramblings HERE!

What I do know is that this game is the metaphorical masonic cornerstone of my own personal game education and as you delve with me into the future it will become plain to see its influence.


GlobalGameJam 2016

With only three days (BABYSTEPS) I was able to do a lot from scratch. This prototype is essentially a TowerDefence economy game in a cave but now, you set fake bounties to lure in hapless adventurers and slaughter them with traps placed in a Construction mode then set off in game by tapping them at precise times to kill heroes.

The story behind it was a D&D game some friends and I played many years ago; at the end of one game a Kobold archer very near death, escaped our clutches and was inevitably going to inform his army of our location(or so we convinced ourselves). After the game our DM informed us that he was just a helpless conscript who ran for his life with 1hp(maybe 1/2hp) to spare. We felt terrible about our plans to hunt down and slaughter that poor kid.  Later I gave that kid a name ‘Gary the Kobold’. And this game is his story of revenge: Having narrowly survived the clutches of a band of blood lusting adventurers Gary goes full Rolling Thunder, he replaces is missing hand with a hook, covers his missing eye with a black leather eye patch. Buys a book on Advanced trap design and then posts a fake “Adventurers Wanted” poster on a wall outside the local tavern.

screenshot1You can plainly see I wasn’t able to get all of the assets made in time but, I got the bounty system working and I was able to program:


  • Players have Gold inventory, bounty can be raised or lowered and get removed from total Gold.
  • Remaining gold Value carries over into next scene.
  • Construction mode where you spend remaining Gold to place traps.
  • Hero AI to move around the room semi-randomly until they find the Treasure Chest.
  • Hero’s collide with the Treasure and ‘steal’ from you until its empty aka Players Remaining GOLD, then escape.
  • Hero escaping pass near to traps, the Player TAPS activating a trap and the Hero dies.

screenshot3 screenshot2