Pico-8 Games
The Pico-8 toybox engine is terrible. The screen is limited to 128 x 128 pixels. There’s only 64 KiB of memory. You have a static palette of 16 colors to choose from. It’s really awful. Still, I’ve completed more projects in Pico-8 than in all my other engines combined. There’s something empowering in that limited scope. Whenever I have a free week, I know that’s enough time to explore some silly idea through to completion. How would a mashup of Cookie Clicker and Oregon Trail play out? What about a game where your bullets shoot at you? How hard is it to craft an emotional narrative? I’ve been able to explore all these ideas, and more, thanks to Pico-8.
Biker Batter Boy (Unity)
This is a recent project of mine, a battle arena in which you aim to out maneuver a legion of enemy bikers. I was especially excited to implement an inverse kinematics solver for the procedural animation, which you can see in action as the bikers pedal, swing their bats, and turn their handles. Another feature I’m happy with is the behavior controllers for the enemy bikers, which had to be designed from the ground up with the bike’s unique control scheme and physics in mind.