I am currently a Game Design and Development major at the Rochester Institute of Technology, but I have been designing and developing games for much longer than that.

Video Games - Complete, WIP, or proof-of-concept

Video Game Maps

Analog Games

  • Cosby Brawl

    Card game

    A card game in which clones of Bill Cosby must suit up in their sweaters and hats, power up with hot dogs and Jello pudding, and fire off their zip-zop-boop attacks in a battle to identify the real Bill Cosby.

    Edit: Needless to say, the premise of this game has aged poorly.

    Cards, player sheets, and full rules may be uploaded at a later date.

  • Happy Hours

    Board game

    Some drunk frat boys have gotten their hands on a time machine. Each one wants to reach achieve a different totally awesome and sensible goal a different time period. They fight over control of the time machine while still keeping their glasses full and their blood alcohol content high.

    Cards, board template, and rules may be uploaded at a later date.

  • Hexagons

    Card game

    A single-player card game in which the player attempts to uncover and claim as many cards as possible around the sides of two hexagons. The full rules can be found on this Google Doc.

  • Twilight Princess Monopoly

    Board game

    The game of Monopoly given a meticulous visual redesign based on The Legend Of Zelda: Twilight Princess. All character tokens, properties, and cards have been rewritten with locations and events from Twilight Princess.

    Board and cards may be uploaded at a later date.

Tiny Bits

They may not be deep, and you may debate whether they are fully games, but sometimes you just feel like making something.

Video Games - Designed, but Not Built

  • The Legend Of Zelda: Maestro Of Color

    The Legend Of Zelda: Maestro Of Color is a 3D Zelda game set in the Wind Waker timeline long after the events of WW. The land of Hyrule roughly resembles its layout in Ocarina Of Time and Twilight Princess, but certain parts drastically changed as a result of being under the great flood for so long. In MOC, Link discovers a dark force is draining the color from Hyrule, and the king set him on a quest to destroy the evil entity behind it.

    MOC was originally designed with the Nintendo DS's input capabilities in mind, but it envisioned primarily using the touch screen to enhance the standard 3D Zelda controls, rather than replacing them as Phantom Hourglass and Spirit Tracks did.

    My work on MOC began around 2007, so PH and ST did not influence the initial game (nor did Skyward Sword or the 3DS Zelda remakes). Most of the influence came from TLOZ1, OOT, MM, WW, and TP.

  • Double Smash Bros.

    Double Smash Bros. was an attempt to envision a combination of the two-player team idea from Mario Kart: Double Dash!! and the Super Smash Bros. series. It was initially created with a hypothetical Nintendo DS successor in mind (before the existence or specifics of the 3DS were announced).

    In addition to the fighting pair mechanic, DSB introduced new items and characters that would work well with the mechanic. It also included a new game mode that used SSB trophies in a story mode that mixed Smash Bros. and turn-based strategy mechanics.

  • Super Mario Sunshine 2

    A design for a hypothetical sequel to Super Mario Sunshine was originally proposed by my friend Jamie Fox-Canning, and he allowed me to contribute to the project. Among other things, I created a lot of concept graphics, a couple new levels, refined the new nozzle designs, and redesigned the controls for the Wii Remote and Nunchuk (his original concept was designed for the GameCube, or any other generic gamepad).

    SMS2 would begin with Shadow Mario hitching a ride with Mario and co. back to the Mushroom Kingdom after one of their trips to Isle Delfino, along with some stolen shine sprites. He would proceed to scatter the shines across the Mushroom Kingdom and surrounding areas and get the attention of authorities in Mushroom City.

    Gameplay would be similar to SMS1, but with a few additions. Mushroom City would serve as the central hub, and most levels would be completed with a combination of platforming and puzzle solving, using F.L.U.D.D. Some moves from Super Mario 64 that were removed in SMS1 would return, and F.L.U.D.D. would have new abilities, unlockable through Professor E. Gadd's lab in Mushroom City, including alternate offensive nozzles, and nozzles that work with new types of puzzles.

  • Gadd Party

    Gadd Party is a game designed for a hypothetical DS successor (before the existence or specifics of the 3DS were announced) featuring Mario, Luigi, Bowser Jr., Petey Piranha, and Professor E. Gadd. An unknown enemy has attacked Professor Gadd's main lab, so he has recruited his inventions (and their current owners) to assist him (Petey was causing trouble with Bowser Jr. and happened to get caught up in the mix). The player must use all four characters' and their Gaddgets' abilities to complete a variety of challenges, restore power to Gadd's main lab, and take down the villain.

    Gameplay would be similar to most 3D Mario games at a basic level with some elements added from Super Mario Sunshine, Luigi's Mansion, and some third-person shooters. Gadd's main lab would serve as the central hub where the player can switch characters, save xer progress, and unlock new levels and abilities. Most levels (within the context of the story) are other Gadd labs or other areas Gadd has links to (including virtual realities of Gadd's creation).

    The game, to some extent, builds on character-switching mechanics from past Nintendo games, such as Super Mario 64 DS and Donkey Kong 64, but aims to give the characters more varied play styles, through their own base weights and move sets, as well as their Gaddgets' abilities. In addition, the story and game progression would play off the distrust and interactions between the characters given their histories (as opposed to Mario, Luigi, and Wario barely acknowledging each other in SM64DS).