Game Design

When it came to learning game design, I always put my weird foot forward, so that even if my games were a bust, I could laugh about it later. In every game I’ve created, I always try to insert my comedy one way or another. Whether it be the games focus, a single character, or a background piece, there’s a staple of myself in my work. Games like Neckbeard Samurai, High Noon, and Between Adventures are strong with the type of comedy I enjoy showing to others, while gaming experiences like Voyage to Mars stay on brand with only small references to my humor. Similarly, I enjoy some complex thinking when it comes to the worlds my games are supposed to take place in, which can be seen in Voyage to Mars and Spellswords. It’s important to me to think about how what I create effects the world as a whole.