Here you can find out about, and download, many of the game projects I've worked on. It's not an exhaustive list, just my favourites or most noteworthy, so please ask if you'd like to know more about anything I've done.
My more experimental or incomplete projects can be found in my blog and my other global game jam games are visible at my GGJ profile. I also have some projects available on itch.io
Streams started as a project in the Global Game Jam in 2012 in Melbourne where it achieved the local 'Most Fun' award.
The next year, a smaller sub-group of those of us who worked on the project got together and refined the concept before releasing it on Android in December of 2013.
Escape Vector Details
Escape Vector was planned originally as a project to work on alongside my students I was supervising while they worked on projects of their own. Escape Vector was my first title which I developed and launched largely by myself and was the first launched under the Aether Alchemist brand. This project also started my trend of developing my projects around wanting to learn new approaches and refine my skills rather than being developed with financial gain in mind.
Arisk is a retro-style platformer where you have to carefully manage the objects you collect and interact with in order to manage your accumulating stress and avoid harmful interactions. This was a freelance project I worked on for the Alcohol and Drug Foundation as part of a larger awareness campaign.
The Other Forest Details
The Other Forest was developed for Global Game Jam 2022, for this project, we decided to make the project in both Unity and Unreal, representing two different worlds which you play through with both games communicating through a shared JSON file to allow progression.
"A sibling lost in the land of the fae, the other trapped in reality. Find places where the veil is thinnest and help your sibling get home by influencing the world around you. Played as one game with two halves created in both Unity and Unreal Engine, The Other Forest will require you to do tasks in one game, where it affects the save data in the other."
Magnetic Melee Details
Submission for Game Makers Toolkit Jam 2021, we didn't end up completing this game in time for submission as various members of the group were too busy over the duration, but it was a fun challenge doing a simple network game.
The game is a robot arena battler where your weapon is the ability to change magnetic polarity to pull and repel objects and the other player.
PreFound was developed as part of the 2021 Global Game Jam. As this jam was online, and I had quite a busy schedule at the time, I worked solo and aimed just to try and complete a game using Unreal Engine as a learning activity. The game is a narrative driven first person adventure exploring an alien world and a crashed space ship.
Home to You Details
Developed for Global Game Jam 2019, home to you is an abstract insight into how decisions we make in our lives shape our idea of home. The player is presented with questions and their answers shape the evolution of their home.
L-Wave was developed as part of the 2017 Global Game Jam. This jam I joined a group with some friends last minute after their programmer was unable to make it. They'd already decided to aim to make 'the gayest game ever' this year as an added design goal. So we made a 'robot lesbian dating sim'. This was a really interesting technical challenge as I'd never worked with branching dialogue, had to learn a lot about Unity's UI system, and it helped to inspire some later work on procedural character generation.
Bust-A-Web was developed as part of the 2016 Global Game Jam. The first time I've worked almost entirely with people I already knew at a jam and also the largest group I've worked with. Bust A Web was our attempt at stretching the 'Ritual' theme as far as we could to a peacock spider dance battle (mating ritual) where the loser is lunch.
Utensil Quest Details
Utensil Quest was developed as part of the 2015 Global Game Jam in Melbourne. The theme that year was 'What do we do now?' which prompted my team a lean towards asymettrical multiplayer. We ended up making this game focused around one player using an oculus rift in a standard first person setup while another player verbally guides them while monitoring security cameras.