Spook House is a haunted house building sim where the player buys and places attractions in order to scare their guests - the trick is not to scare them too much or they'll freak out. I was brought on to this game as a programmer and sound designer this semester; most of the team has been working on it for the past three, and it has come quite far. We recently submitted it to Steam Greenlight, and the game has been the subject of several unprompted Let's Plays.
I was initially brought onto the WaterWorks project as a music composer, and I first found out about the position from a friend I had previously collaborated with on a different game called Katabasis. His website can be found here: http://intrepidartisan.com. I created the About and How to Play web pages for the game. Shahzeen Attari was the team lead (http://www.szattari.com/) and Mike Sellers was a Game Design faculty consultant and producer (http://mediaschool.indiana.edu/profile/?p=sellers).
Katabasis is a game on which I was part of the team in Hoosier Games (http://www.hoosiergames.org/), IU's student-run game development club. I contributed as a music composer, making use of deep, rich piano chords and arpeggios to create an atmosphere of wonder, but also one of melancholy. Below can be found one of the pieces I wrote for it.
Almost Heroes is a zany top-down arcade game that I was the lead programmer on as the capstone project of the Game Design program. The player takes control of a B-list superhero named AllerJack who uses his super-powered sneezes to blast away impending meteors that threaten to destroy the town. This game was submitted to the Independent Games Festival 2016 and saw tremendous progress in its development over the course of a couple of weeks, although it was in development and design for about a year. Although the game was eventually canceled, my teammates and I are very proud of what we were able to achieve with it and the progress we made.
The Adventures of Mr. Hop 'n Scotch
This was a game I was the lead programmer on in our Production 2 class. Its unique mechanic was the ability to switch between two characters, one of whom was in the other's imagination, to solve puzzles and defeat enemies. While we made significant progress on it over the course of about eight weeks, the game was eventually cancelled. I would like to go back and finish this game one day, because I think its core mechanic is fascinating and can be taken in any number of directions. While working on this game, I received some of the highest peer reviews in my class, and that led me to be able to choose my teammates for the next game we worked on.