Take the Free Course

You can do this tonight in one sitting, no special software or download needed. Completely free.

I've given over 900 hours of private training. This video course is adapted from my intro sequence, and is now used by 3,000 new developers every month.

Join the Online Club

Team up with peers worldwide for supported group practice. Since we established the club in 2015 we've had 50 club members collaborate on 25 released games together.

Membership includes one-on-one troubleshooting, peer networking, milestone planning, expert mentorship, industry speakers, and more.

Hear From Gamkedo.Club Members

Gamkedo.Club is an active worldwide developer community creating connections and opportunities.

Mouse over or tap/drag for more information.



Gamkedo.Club is Version 3.0 of My Approach


Gamkedo Club is the third game development club I've established. I've been overseeing and improving this process for over a decade.

I first put similar processes in place when cofounding the Game Creation Society at Carnegie Mellon ("1.0" of the system) in 2004 and founding VGDev at Georgia Tech (a "2.0" iteration) in 2010. Both still operate to this day and have together developed nearly 200 games.


Alumni from these first two clubs have gone on to work in industry at Signal Studios, Schell Games, Disney, Microsoft Studios, Red 5, Activision, Double Fine, Bungie, Demiurge, Ready at Dawn, Pandemic, Electronic Arts, thatgamecompany, Zynga, Maxis, Sledgehammer Games, PopCap, Hi-Rez, Thrust Interactive, Turbo Button, Lumosity, Stork Burned Down, Adult Swim Games, Side Effects Software, Oculus, 343 Industries, Golden Glitch Studios, and multiple startups.

I started Gamkedo Club ("3.0" – our newest and still evolving) so people worldwide can learn game development from home using this same process to build games while getting valuable and practical experience with long-term collaboration.

Hear From Alumni of My First Two Game Development Practice Clubs

Cultivate Expertise

"I credit the Game Creation Society with cultivating my expertise in a broad range of disciplines as well as establishing my professional career in game development."
-John Nesky
Game Creation Society Alumni
Feel Engineer at thatgamecompany on Journey

Form Your Indie Team

"VGDev is where I first met and worked with the people who would form our indie game company. It was a great place to meet like-minded people and learn how well you work together as a team."
-Colton Spross
VGDev Alumni
Founder of indie studio developing Home Improvisation on Steam

Do More Than Dream

"If asked to pinpoint the one individual who has had the strongest impact on the path that I've chosen today, I'd reply Chris DeLeon in an instant. Without Chris, I, and many others, may very well be dreaming of designing games, rather than centering a career around it."
-Gregory Peng
Game Creation Society Alumni
Game Designer on Destiny with Bungie, previously with Ready at Dawn for Order: 1886 and God of War

Build Your Portfolio

"Making games was always something I'd been interested in but I was discouraged by the competitiveness of the industry and I had no idea where to start. DeLeon's continued emphasis on actually finishing games not only gave me tangible proof of my improvement, it built my portfolio as well. While searching for jobs, my portfolio with VGDev projects proved invaluable in every single one of my interviews, even outside of the game industry. I was told in multiple interviews that just having finished projects in my free time put me far ahead of much of my competition and showed employers that I was a serious candidate. I owe much of my success to Chris, the club he founded, and the processes he taught."
-Sebastian Monroy
VGDev Alumni
Gameplay Programmer at Hi-Rez

It's Easy to Start...

"I really appreciated how easy it was to get started as a contributor to others' projects. It was really great to be able to combine my own programming skills with others' skills in gameplay and graphic design. For example, one of the members of the project I led had experience packaging software for Linux, and he got our game included in Debian. It's still available today, and is maintained as an official Debian package. What a trip! One of the things I miss most about college is the opportunities to participate in groups like GCS. How awesome would it be if now, as a professional programmer, I could get together with a similarly diverse group of people? I can imagine we would make all sorts of neat stuff."
-Jared Luxemberg
Game Creation Society Alumni
Investor, former software engineer at Nest and Twitter

...and Finish Games

"VGDev is where I got some of the most impactful and relevant education of my college career. There's no substitute for rolling up your sleeves and getting your hands dirty developing (and perhaps most importantly finishing) a real game. VGDev provided a welcoming environment where people of all skill levels can come together and learn from each other and it's a part of what shaped me into the game developer I am today."
-Kelly Snyder
VGDev Alumni
Engine Producer at Bungie




In Gamkedo.Club you can learn with my team process online from home, without being at a university.





Other Professional Workshops, Teaching, and Development

Outside of Gamkedo Club I organize IndieCade workshops in Los Angeles and Paris, teach children ages 4-10 at Sycamore School in Malibu, and do developer outreach now with more than 60 podcast episodes and half a million YouTube views across 120 videos. My game development experience includes a #2 Top Paid game on Apple's App Store (Topple), a freeware game played 7 million times (Vision by Proxy Second Edition), and serving as a Technical Game Designer for Medal of Honor and Boom Blox at Electronic Arts. Prior to founding Gamkedo I taught game development skills for undergraduate and graduate-level courses at Georgia Tech. I've recently also started writing episode scripts for the YouTube channel Extra Credits (1, 2, 3, 4). Photos from the How to Talk About Your Game workshop and Common Mistakes by New Developers presentation, via IndieCade's Flickr.

Conference Speaking, School Visits, Keynotes & Advising

• Local High School Volunteer: Helping students pick and plan their first original digital game projects

• #ResistJam: Leading a workshop on going from brainstorming to taking action and making things happen

• Game Developers Conference 2017: Education Summit speaker on using play to teach game development

• Augustus Hawkins High School's C:DAGS (Critical Design and Gaming School): Advisory board member

• Global Game Jam 2017: Keynote Speaker at Art Institute of California in Hollywood on taking design risks

• East Coast High School Guest Speaker: Covered game development applications of math, with extensive Q&A

• IndieCade Europe: Workshop organizer for 2 days of talks in Paris, and ran a session about club principles

• IndieCade West: Organizer for 3 tracks across 2 days of workshops in LA, ran a session about beginner errors

• Grand Terrace High School Career Week: Full assembly lecture on game creation careers, industry changes

• Second Grade Speaker via Skype: Shared foundational concepts and stories about making games

• IndieCade East 2016: On panel about game developer communities, based on starting 3 practice clubs

• USC, Interactive Media & Games Division: Guest lecture on pinball history, arcade design, and digital rules

• 11th Grade Game Development in LA (Unity/C#): Part of industry feedback panel for ~20 term projects

• 9th and 10th Grade Game Development Math: Taught how high school math is applied in game programming

• Moorpark College Game Design Class: Presented on techniques, careers, and recent industry changes

• GameU Moderator: Facilitated panels on impostor syndrome and comparing game design academic programs

• IndieCade 2015 & Encore for Becker College IGDA: Talk on common mistakes by new game developers

• High School Speaker in Redlands: Showed uses of math (algebra, geometry, and trig) in game programming

• How to Program Games, Tile Classics in JS: Made a paid Udemy course that includes my digital textbook

• Speaker for Los Angeles Indie Dev Club: Shared lessons learned from professional mobile development

• #GameDev JumpStart: Two 1-hour talks for an online mini-conference I organized with 4 speakers

• Guest Speaker for SAE Institute: Spoke on game development careers with game art and design students

• Code Your First Game: Arcade Classic in JavaScript on Canvas: Created an introductory Udemy course

• Middle School Game Group Support: Mentored student group and helped develop an actionable plan

• Hands-On Intro to Game Programming: Wrote a 550-page digital textbook for new game programmers

• University of Michigan Game Development Class: Part of a panel discussing game development careers

• High School Guest Speaker: Discussed student-project strategies, also joined curriculum revision meeting

• HobbyGameDev.com: Blogging for six years about issues and strategies in non-commercial game making

• NIH Think Tank: Game development representative in a meeting on potential biomedical research

• IndieCade GameU Co-Chair: Assembled speakers for two full days of workshops, gave two talks

• Georgia Tech Brown Bag: Shared original research on influence of payment models on game design

• Georgia Tech Instructor: Taught an undergraduate course on interactive media design in Unity3D

• Game Developers Conference (Education Summit): Shared our game development club processes

• GT High School Mathematics Competition: Explained uses of high school math in game programming

• SCAD Savannah Guest Speaker: Presented on small team project management tips and strategies

• Contributing Author to La Fabrique des Jeux Vidéo: Wrote a chapter on the evolution of game spaces

• YWCA Cascade House Volunteer: Helped teens learn game programming on weekends for 8 months

• DiGRA: Shared original research on differences between digital and non-digital game rules

• GTRIC Conference: Discussed patterns from 7 months of nightly prototypes ("InteractionArtist" series)

• History of Games International Conference: Presented master's thesis on pinball's affect on game design

• (2 years, 4 classes) Graduate TA: Taught graduate students Java, PHP, MySQL, HTML5, Unity3D

• UCLA Game Art Festival: Showcased my 3D Escher "notgame" at the Los Angeles Hammer Museum

• (3 years, 4 talks) SIEGE: Presented on iOS, first projects, HTML5 vs AS3, and student challenges

• Game Developers Conference (Rapid-Fire Indies): Spoke on the practical value of design constraints

• IndieCade Micro-Talk: Advocated for teaching videogame creation as a new high school shop class

• Georgia Tech VGDev: Founder and president of college game development club, creates 10-14 games/year

• Step-by-Step Game Development: Led a Hacker Dojo workshop on introductory game development

• Academy of Art: Shared and contrasted experiences from commercial and student game making

• Westwood College: Spoke on the career significance of making games as an extracurricular activity

• (2 years) Videogames as Art at UC Berkeley: Guest lecturer about art and experimental gameplay

• Camp Galileo Game Design, Lead Instructor: Taught ~60 preteens game design in 4 2-week classes

• Guest Speaker at Carnegie Mellon: Gave 45-minute talk on learning life values through gameplay

• Game Development Lessons: Trained four students one-on-one in independent videogame creation

• CMU MOSAIC Speaker: Presented about the history of gender issues in entertainment technology

• (2 years) CMU Summit Instructor: Coached three-day videogame design workshops for beginners

• Carnegie Mellon Game Creation Society: Cofounded game development club, creates 10-14 games/year

• Developing Developers Series: Prepared and delivered nine full lectures on videogame creation



To contact for speaking, email chris@gamkedo.com

Game Development Experience


My 219 daily digital prototypes are grouped together as the InteractionArtist series.

    2017

  1. Harpoon Lagoon. Contract Work. Team of 3 contractors. 6 months in Unity. Real-time puzzle fishing Programming, design support with C# in Unity. Commercial. Not yet released.
  2. Irenic. Gamkedo Club. Team of 5 club members. 5 weeks in HTML5 JS. Relaxing Mahjong Connect Tileset based on crosspoint with Photoshop, Custom Tool.
  3. Wrecking Cloud. Gamkedo Club. Team of 5 club members. 2 months in Unity. Stop the robot invasion in fully-destroyable Earth ruins Project lead, gameplay code, destroyable buildings with C# in Unity, Blender, Photoshop.
  4. Journey of Little 2-Bit. Gamkedo Club. Team of 13 club members. 2 months in HTML5 JS. Classic scrolling 2D sh'mup Tile map code, background stars effect with JavaScript.
  5. Divine Disaster VR. Gamkedo Club. Team of 7 club members. 3 months in Unity. Become an angry deity, in HTC Vive VR Level design (1 of 3), little people sprite with Unity Terrain, Photoshop.
  6. Globuton. Gamkedo Club. Team of 8 club members. 2 months in Unity. Point and click 3d adventure. Viva la cube! Models (4), inventory system and item use code, scene lighting with C# in Unity.
  7. Critical Alpha: Afterburner. Gamkedo Club. Team of 9 club members. 2 months in Unity. New missions and features for Critical Alpha Spaceship models, x-29 cockpit, tank models, missiles code with C# in Unity, Blender.
  8. Roman's Adventure. Gamkedo Club. Team of 13 club members. 2 months in HTML5 JS. Discover the secrets of this haunted house's puzzles Tile art, level design (few rooms), programming help with JavaScript, Photoshop.
  9. Windy Balloon. Gamkedo Club. Team of 12 club members. 2 months in HTML5 JS. Help Dr. Wendy B. Loon deliver the zombie cure in her hot air balloon Project lead, main programmer, addl. Art with JavaScript, Photoshop.
  10. 2016

  11. Nightmare Sky. Gamkedo Club. Team of 6 club members. 5 weeks in Unity. Jump between clouds avoiding nightmare creatures and collecting treasures Project lead, main programmer with C# in Unity.
  12. Crosspoint. Gamkedo Club. Team of 4 club members. 5 weeks in Unity. Solve puzzles by visually applying linear algebra concepts Puzzle design with Photoshop, Custom Editor.
  13. Hamurai. Contract Work. Team of 4 contractors. 6 months in Unity. Infinite runner with a mix of weapon options and variety of enemy styles Main programmer, design consultant with C# in Unity. Commercial.
  14. Wrecking Cloud. Gamkedo Club. Team of 5 club members. 2 months in Unity. Future urban demolition crew saves the world from giant space robot invasion Project lead, core gameplay code, skyscraper voxel tiles with C# in Unity, Blender, Photoshop.
  15. Critical Alpha. Gamkedo Club. Team of 6 club members. 2 months in Unity. Procedurally generated terrain and missions in an aerial combat game. Alien world design, tank model with Unity.
  16. Accidental Personal Confusion 5. Gamkedo Club. Team of 5 club members. 5 weeks in HTML5 JS. Pop bubbles with a bouncing cannon, plus... color mixing! Addl. code with JavaScript.
  17. Graina. r/hobbygamedev. Team of 4 internet collaborators. 6 months in HTML5 JS. Move around sand to help gnomes get home Sound effects with Audacity.
  18. Overtime. Gamkedo Club. Team of 9 club members. 3 months in Unity. Ranged tag online with toys in an office. Programming for tooltips, camera tuning, water cooler effects, dart nuke, ammo stations with C# in Unity.
  19. Thopiax. Gamkedo Club. Team of 9 club members. 6 weeks in HTML5 JS. Overhead co-op medieval battle Programming for first weapons, animation code, logo with JavaScript, Photoshop.
  20. Optiverse: Origins. Gamkedo Club. Team of 9 club members. 5 weeks in HTML5 JS. Sci-fi themed optics-inspired puzzle game Programming for cutscenes and animation code with JavaScript.
  21. Legends of the Outlands. Gamkedo Club. Team of 9 club members. 5 weeks in Unity. Co-op puzzle solving adventure rats Puzzle mechanics, debugging, spoon and spool models with C# in Unity.
  22. Terminal Prophecy VR. Gamkedo Club. Team of 5 club members. 3 weeks in Unity. Destroy things in VR by looking at them Code, models, sound effects, voice over with C# in Unity.
  23. Antventure. Gamkedo Club. Team of 4 club members. 3 weeks in HTML5 JS. Puzzle platformer with moving blocks Addl. Programming with JavaScript.
  24. P5. Gamkedo Club. Team of 4 club members. 3 weeks in Unity. Pack a picnic basket for maximum stats 3d models with Blender.
  25. Lunar League Futbol. Gamkedo Club. Team of 5 club members. 1 week in Defold. Drop-in or pick-up style soccer on the moon Art, ball code with Lua for Defold engine, Photoshop.
  26. 2015

  27. Arcade 88. Gamkedo Club. Team of 8 club members. 3 weeks in Unity. Relive simpler times as a kid in a working 1980's arcade Team lead, programmer, human models with Unity, Blender.
  28. Foam Corps. Gamkedo Club. Team of 6 club members. 2 months in Unity. First person networked co-op shooter fending off foam zombies with toy weapons Prop placement, watergun art, title screen with C# in Unity, Blender.
  29. Pizza Rat Forever. Gamkedo Club. Team of 4 club members. 5 weeks in Unity. Drag the pizza slice back to your rat hole Addl. design and code, wall and floor art with Photoshop.
  30. Galaxy Breacher. Gamkedo Club. Team of 7 club members. 5 weeks in Unity. Battle huge space ships as a lone fighter pilot Project lead, gameplay, levels with C# in Unity, Blender.
  31. Star Rail. r/hobbygamedev. Team of 2 internet collaborators. 5 months in Unity. Hover your car through floating platforms in space Sound effects, random space nebula code with C# in Unity, Audacity.
  32. Clever Girl. r/hobbygamedev. Team of 10 internet collaborators. 6 months in Unity. Fight dinosaurs and repair your time machine in this 3D overhead shooter Environment/level design with Unity.
  33. Zombar. r/hobbygamedev. Team of 2 internet collaborators. 6 months in Unity. Infect people to spread your control Sound effects with Audacity.
  34. Shader Soccer. r/hobbygamedev. Team of 3 internet collaborators. 6 months in Unity. Simple practice project with customizable shaders 3d models with Blender.
  35. Cat's Meow. Gamkedo Club. Team of 6 club members. 2 months in Unity. Be a cat, do cat things, be cute and destructive 3d models with Blender.
  36. 2014

  37. Electro Terrestrials. Class Project. Team of 9 college students. 12 months in Unity. Electrical alien turrets battle for control in close quarters. Programmer, core gameplay design, level design with C# in Unity.
  38. Light Hook. r/hobbygamedev. Team of 6 internet collaborators. 3 months in Unity. Grapple to any surface to explore surreal sci-fi/paranormal environments. Team lead, core gameplay, lead programmer, addl. models and level design with C#, Unity, Blender, GIMP, Audacity.
  39. Galactic Egg Snatchers. r/hobbygamedev. Team of 6 internet collaborators. 2 months in Windows. Space Invaders-style game with an Easter theme, made for practice. Additional art with Photoshop.
  40. Swing-It. r/hobbygamedev. Team of 3 internet collaborators. 3 weeks in Unity. Hardhat worker grappling around a construction site collecting coins. Background art, player sprite, level design for 2 stages with Photoshop, Unity for level layout.
  41. EGG Incubator Research Prototypes. Class Project. Team of 5 college students. 2 months in Unity. Various prototypes developed to investigate and document emergent gameplay. Independent Prototype Programmer (Unity) with C# in Unity.
  42. 2013

  43. Grocery Simulator 2013. Class Project. Team of 2 college students. 2 months in Unity. Co-op grocery shopping simulation. Programmer with C#, Unity, Maya, Photoshop, Audacity.
  44. Hoverboard Stickfighting Devils. Solo project. 7 weeks in Unity. Knock fighters off their hoverboards in hand-to-hand combat. Made with C#, Unity, Audacity.
  45. Lukasa Museum Exhibit. Class Project. Team of 5 college students. 3 months in Unity. Interactive adaptation of tribal memory mapping based on research in early use of map forms. Game feel, interactions, and animation programmer with C# in Unity.
  46. feelforit 2. Solo project. 2 days in Sifteo. Multiplayer sequel to the iPhone game of the same name. Unreleased for contractual reasons. Made with C programming. Not released.
  47. Black Oak Manor. VGDev. Team of 13 college students. 8 months in Unity. Overhead 1-vs-4 horror-themed action game, with humans teaming up against a monster. Requires 2 computers, multiple players, and multiple USB game controllers. Weapon icons, design for level rooms with Photoshop for icons, TuDee for room design.
  48. TiBiDaBo. VGDev. Team of 12 college students. 4 months in Unity. 3D space shooter inspired by Galaga's arcade gameplay. Special effects art and programming with C# in Unity.
  49. Fragile. VGDev. Team of 4 college students. 4 months in Unity. Puzzle adventure game in a deserted place. Puzzle and addl. world design with Unity for level design.
  50. Avenir Racing. VGDev. Team of 10 college students. 8 months in Unity. Smooth racing game with wild tracks and realistic physics. Scripting for 3rd person chase camera with C# in Unity.
  51. Infection. VGDev. Team of 8 college students. 4 months in Unity. Play as a swarm of viruses battling against blood cells. Sound effects with Audacity.
  52. Believers Bedlam. Class Project. Team of 7 college students. 2 months in Flash. Minimal overhead RTS game with fairy tale characters compete with holiday characters over the attention of young consumers. Project management, engine programmer, character portraits, animation with ActionScript 3, Photoshop.
  53. Dreamwalker. Class Project. Team of 6 college students. 2 months in Unity. Horror game about lost children's souls in a field where the weather makes it hard to see. Technical advisor (minimal involvement, safety net) with Phone, meetings.
  54. Hold Me Closer, Tony Danza. Solo project. 2 days in Flash. Short trivia and humor game made as part of a creative art project. All, (tiny art/joke project) with ActionScript 3, Photoshop.
  55. Ms Vision by Proxy. Hobby. Team of 10 college students. 18 months in Flash. Puzzle platformer. Sequel to VbP:SE with twice as many types of eyes and levels. Only programmer, lead level designer with ActionScript 3, in-engine custom level editor.
  56. 2012

  57. Joyride. VGDev. Team of 14 college students. 4 months in Unity. Use a seatbelt blaster to shoot at a ninja running alongside the car. Supports same screen multiplayer. Project lead, only programmer, all. level art, 3d models, wild west level design with C# in Unity, Maya, Photoshop.
  58. Fanboy. VGDev. Team of 9 college students. 4 months in Unity. Kick birds and keep your balloons from getting popped in this whimsical action game. Programming support, cloud expert with C# in Unity, Unity for level design.
  59. VectorVerse. VGDev. Team of 5 college students. 4 months in Java. Fast-paced line art shooter with many stages and ship upgrades. Addl. level design with Custom level design tool.
  60. Game-o-Matic. Class Project. Team of 6 college students, plus 2 advisors. 9 months in Flash. Tool for rapidly authoring basic web games based on noun-verb diagrams and custom images. Client-side tool development, initial gameplay architecture, addl. gameplay code with ActionScript 3.
  61. Ninjas Don't Like Trains. VGDev. Team of 9 college students. 4 months in Android. A ninja jumps across traintracks and blows up robots while doing so. Collision algorithm and file format assistance (minimal involvement) with Whiteboard, meetings.
  62. Freezing Solid. VGDev. Team of 7 college students. 4 months in Unity. 3D hovermech battle action with vector-style graphics. Project lead, lead programmer, main gameplay, level design with C# in Unity.
  63. Crystal Ball. VGDev. Team of 5 college students. 4 months in Unity. Marble rolling 3D platform game. Engine programming, level design with C# in Unity, Unity for level design.
  64. NumNoms. VGDev. Team of 9 college students. 4 months in iPad. Counting game designed for kids. Main gameplay programmer, 2d artist with Objective C with Cocos2D, Photoshop.
  65. Commie Car Combat. VGDev. Team of 3 college students. 4 months in Flash. Armed vehicles battling overhead, with powerup drops. Car and level art with Photoshop.
  66. Flatland. VGDev. Team of 2 college students. 3 months in Java. RTS game inspired by Edwin Abbott's 1884 classic. Art with Illustrator. Not released.
  67. Digital Improv Project (Kinect for gesture recognition). Class Project. Team of 5 college students plus 1 advisor. 9 months in Windows. Simulation of interacting with actors for an improv game called Three Line Scene. All client code (not the AI simulation logic or data) with C# with XNA for Kinect input.
  68. Boom. Contract Work. Team of 5 professionals. 4 months in PS3 Home. Tanks versus battleships game. Was doing design for a company that closed before the game's completion. Game design with Excel, Word, Illustrator. Not released. Commercial.
  69. 2011

  70. Zylatov Sisters. VGDev. Team of 10 college students. 4 months in Flash. Arcade-style side view platforming gun action. Supports local co-op. Project lead, programmer, main design, eraserbot, special weapons with ActionScript 3, Photoshop, Audacity.
  71. Exxak. VGDev. Team of 4 college students. 4 months in Flash. Overhead sprite-based cave shooter. Writing, tile art, level design with Photoshop, text editor for level design.
  72. Jetpack James. VGDev. Team of 6 college students. 4 months in C# with XNA. Jetpack game through caves on Mars. The Jetpack can be steered using a Kinect if available. Programmer, artist with C# for Kinect, Photoshop.
  73. Battle Boats. VGDev. Team of 5 college students. 4 months in Flash. Simple MOBA between two seafaring armies. Environment art, weapons art with Photoshop.
  74. Digital Improv Project (iPad input edition). Class Project. Team of 5 college students plus 1 advisor. 9 months in Windows. Simulation of interacting with actors in an improv game called Party Quirks. All client code (not the AI simulation logic or data) with Objective-C for iPad, Processing for stage and animations, custom animation tool and format.
  75. Stupid Fun Club Playable Prototype C. Solo project. 3 weeks in Facebook. Social in an unusual way. Cannot discuss. Did not turn into a released game. Playable prototype with PHP, MySQL. Not released. Commercial.
  76. Vision by Proxy: Second Edition. Hobby. Team of 4 college students. 9 months in Flash. Puzzle platformer. Play as an alien that needs to see the world through the eyes of others to advance. Only programmer, all level design with ActionScript 3, in-engine custom level editor.
  77. Stupid Fun Club Playable Prototype B. Solo project. 2 weeks in Unity. Funny gameplay. Cannot discuss. Did not turn into a released game. Playable prototype with C# in Unity. Not released. Commercial.
  78. Stupid Fun Club Playable Prototype A. Solo project. 4 weeks in Unity. Very fast gameplay. Cannot discuss. Did not turn into a released game. Playable prototype with C# in Unity. Not released. Commercial.
  79. MechStrike. VGDev. Team of 9 college students. 4 months in Flash. Allocate dropship weight between various unit types, then spectate as the done vehicles battle. Project lead, only programmer, main gameplay, mech animation tool and authoring with ActionScript 3, Photoshop, Audacity, custom animation tool.
  80. Torr of Thor. VGDev. Team of 8 college students. 4 months in Game Maker. Action adventure overhead game with puzzle elements. Player art, world art, addl. sound with Photoshop.
  81. Beast Battalions. VGDev. Team of 6 college students. 4 months in Windows. Turn-based battle game with robots that morph into animal form to change abilities. Battle background art with Photoshop.
  82. Silver Clouds Puppets. Class Project. Team of 4 college students. 4 weeks in Unity. Digital remake of a classic Warhol art piece, with character personalities integrated for simple puppetry. Programmer, addl. design with C# in Unity.
  83. Relativity Runner. Solo project. 3 weeks in Unity. Run all over the walls of an MC Escher classic. Controls are suitably nightmarish, to prevent any single viewport from becoming dominant. Made with C# in Unity.
  84. QuitSmoking. Solo project. 1 day in Flash. Playable adaptation of an artist's anti-smoking image. All, except the original image, that inspired the game with ActionScript 3, Photoshop.
  85. 2010

  86. UAV Game. Hobby. Team of 2 college students. 1 day in Flash. Short game with a political message about logistics in wartime. Programmer with ActionScript 3, Photoshop.
  87. Everyone's Platformer. Solo project. 4 weeks in Flash. Example game levels and content for an engine that I provide the full source code to free to blog readers. Later upgraded and extended for use as the core of Vision by Proxy: Second Edition and Ms Vision by Proxy. Made with ActionScript 3, Photoshop, Audacity.
  88. A-10 Thunderbolt II Costs. Solo project. 2 days in Processing (Windows, Mac, Linux). Action sideview bomber notgame with an implicit political message. Made with Processing (Java), Photoshop.
  89. Design for Geography Trivia Game. Solo project. 2 weeks in Design Doc. Trivia game for training people about geography details. Since I only did the written design and didn't even oversee its implementation I'm not counting this as a complete project. Written design only with Word. Not released. Commercial.
  90. Tumult. Solo project. 1 week in iOS, Flash port. Touch or gesture to put on a show with this instrument for visuals, or just to explore its strange dynamics. Made with Objective-C and OpenGL (iPhone version), ActionScript 3 (Flash prototype and port).
  91. A Graphic History of the Honduran Coup. Contract Work. Team of 2 solo app for contractor's content. 4 weeks in iOS. Custom graphical novel viewer created specifically for a political history work. Programmer with Objective-C. Commercial.
  92. Transcend. Solo project. 6 days in iOS, Flash port. Excerpts from Thoreau's Walden read aloud as part of an interactive minimalist journey. Made with Objective-C, OpenGL.
  93. feelforit. Solo project. 1 week in iOS, Flash port. Orient your mobile device (or your mouse in the simplified web port) to line up abstract forms. Made with Objective-C and OpenGL (iPhone version), ActionScript 3 (Flash version).
  94. Wobbly. Solo project. 5 days in iOS. Educational images made gooey and interactive, with tips about their related history or biographical facts. Made with Objective-C, OpenGL.
  95. LASEReflect. Solo project. 2 days in iOS. Avoid winning in order to play your own way. Made with Objective-C, Photoshop, OpenGL.
  96. Makeout Mania. Contract Work. Team of 4 contractors. 4 months in iOS. Chain reaction gameplay in a tower sideview of archetypical characters. Multiplayer tuning, soundtrack selection with Objective-C, OpenGL. Commercial.
  97. 2009

  98. iSafari. Contract Work. Team of 3 contractors. 4 weeks in iPhone. Animal simulation with light user interactions. Unreleased for contractual reasons. Programmer and team lead with Objective-C, OpenGL. Not released. Commercial.
  99. Alice in Bomberland. Contract Work. Team of 6 contractors. 6 months in iOS. Dodge explosives and collect dozens of unique powerups in this twist on a children's literature classic. Team lead, only programmer, main designer with Objective-C, Photoshop, OpenGL. Commercial.
  100. Look Deeper: Photo Gallery. Contract Work. Team of 2 solo app for contractor's content. 3 weeks in iOS. Photo gallery and background image collection (not a game). Programmer with Objective-C. Commercial.
  101. iZombie Death March. Contract Work. Team of 4 contractors. 3 months in iOS. Shoot zombies. Every level plays differently. Team lead, only programmer, main designer with Objective-C, Photoshop, OpenGL. Commercial.
  102. Games that Blow. Contract Work. Team of 3 contractors. 2 months in iOS. Set of minigames that all use the microphone input to control the action by blowing into it. Team lead, only programmer, addl. design with Objective-C, OpenGL. Commercial.
  103. 2008

  104. Burnit. Solo project. 3 weeks in iOS, Flash prototype. Draw with gunpowder and light it. In the mobile version you can burn photographs. All except logo design with Objective-C and OpenGL (iPhone version), ActionScript 3 (Flash prototype).
  105. Topple. Contract Work. Team of 2 freelancers. 2 months in iOS. Stack colorful, expressive shapes as high as you can without them falling over. Main programmer, main game design after prototype with Objective-C and OpenGL, Photoshop. Commercial.
  106. SolarSFUN. Contract Work. Team of 2 contractors. 4 weeks in Flash. Advergame designed for a solar panel company. Enabled players to earn a discount on real solar panels. All but art assets with ActionScript 3. Commercial.
  107. InteractionArtist. Solo project. 7 months in Flash. One experimental gameplay or interactive software project made each day for 7 months. Made with ActionScript 3, Photoshop, Audacity.
  108. Playcrafter.com (discontinued). ZipZapPlay (now PopCap San Francisco). Team of 6 startup employees. 12 months in Flash. Drag-and-drop tool to enable anyone to create and share arcade-style, puzzle, and story web games. General game design, engine/format co-architect, patent coauthor with ActionScript 3, custom content authoring format. Commercial.
  109. Boom Blox. Electronic Arts. Team of 75 professionals. 12 months in Wii. 85 on Metacritic. Throw things at towers of blocks to complete puzzles and interact with cartoony characters. Level design, developed internal level creation tool, addl. design with C++, Allegro, VeganEdit (custom level design tool I created). Commercial.
  110. 2007

  111. JenniLand. Solo project. 3 days in Windows. Super Mario-inspired platformer made in only a few days, based on a design request by a non-developer. Made with C++ with Allegro, Photoshop.
  112. Medal of Honor Airborne. Electronic Arts. Team of 350 professionals. 25 months in 360, PS3, Windows. 78 on Metacritic. A World War II first person shooter. Technical game designer, (partly as intern, partly full-time) with Unreal Engine 3.0 Kismet and UnrealEd, C++, MOHPA engine (early prototyping), Adobe Illustrator. Commercial.
  113. Arbarlith II. Game Creation Society. Team of 11 college students. 4 months in Windows, Linux. 3D overhead RPG with more monsters and features. Sound effects with SoundForge.
  114. Super Push 64. Sigma Phi Epsilon. Team of 3 college students. 2 weeks in Windows. Short racing game designed for kiosk play, depicting a Carnegie Mellon student tradition: the buggy races. All but 1 textured model and custom input hardware with Originally C++ with AllegroGL/OpenGL but remade in Unity with C#, 3DS Max, Photoshop.
  115. Ghosts in the Machine. Solo project. 3 weeks in Windows. High speed modern spin on the classic Atari classic, Warlords, with a twist on the input scheme. Made with C++ with AllegroGL/OpenGL.
  116. 2006

  117. Trichromic. Game Creation Society. Team of 4 college students. 6 months in Windows, Linux. Advance Wars-style turn-based strategy, with both single player and network play support. Unit type and balancing, game design, 3d models with text editor for ini files, 3D Studio Max, programmer used C++ and SDL.
  118. Parasomnia: Decadence of Darkness. Game Creation Society. Team of 13 college students. 4 months in Windows. 3D horror survival game. Sound effects with SoundForge.
  119. Operation: Power Monkey. Game Creation Society. Team of 12 college students. 7 months in Windows. 3D race against the clock to collect all the bananas. Game design, level design, sound effects with Photoshop, 3D Studio Max, SoundForge, custom level creation tool the programmer made with C++ and DirectX.
  120. Infection Swarm Demo. Solo project. 6 months in Windows. Procedural character animation with dual wielding combat vs alien swarms Everything with C++ with AllegroGL/OpenGL. Not released.
  121. Eternal Storm. Game Creation Society. Team of 17 college students. 5 months in Windows. Isometric sci-fi bombing game. Team lead, programmer, game design, cutscene art, manual/UI design, voice acting with C++, Allegro, Photoshop.
  122. Phi Fighter Attack. Sigma Phi Epsilon. Team of 2 college students. 1 week in Windows. Space turret action inspired by Star Wars scenes. Designed for kiosk play. All but voice acting and custom input hardware with C++ with Allegro, 3DS Max for models and animation, Photoshop.
  123. SigEp Trooper Trivia. Sigma Phi Epsilon. Team of 3 college students. 3 days in Windows. Star Wars trivia inspired by the Han Solo disguise scene. Designed for kiosk play. All but voice acting and clue writing with C++ with Allegro, 3DS Max for models and animation, Photoshop.
  124. 2005

  125. Brad & Roxy's Amazing Downhill. Game Creation Society. Team of 4 college students. 4 weeks in Windows. Side-view skiing game where the player is chased by a monster. Programmer, artist, documentation, sound effects, interface with C++, Allegro, Photoshop, SoundForge.
  126. Hegira. Game Creation Society. Team of 13 college students. 4 months in Windows. 3D space game with voice acting. Sound effects, voice acting with SoundForge.
  127. Hatchling Smasher. Game Creation Society. Team of 10 college students. 2 months in Windows. Single player and co-op game where alien eggs must be smashed or their spawns must be stopped. Project lead, concept, art, only programmer with C++, Allegro, Photoshop.
  128. Arbarlith. Game Creation Society. Team of 16 college students. 4 months in Windows. 3D overhead RPG. Sound effects with SoundForge.
  129. Rocker Madness. Game Creation Society. Team of 17 college students. 4 weeks in Windows. Platformer inspired by different styles of music. Development director, assistant programmer, backup artist (filled in missing needs) with C++, Allegro, Photoshop.
  130. Qubestraphobic. Solo project. 1 day in Windows. Approximation of Pac-Man taking place in a 3D area without walls. All (demo of a 3D game library) with C++ with custom DirectX library.
  131. Battleship 88. Game Creation Society. Team of 5 college students. 5 months in Windows. Arcade-style naval battles. Team lead, game design, programming, manual & UI, texture mapping with C++, Allegro, Photoshop.
  132. Shotgun Debugger. Game Creation Society. Team of 6 college students. 4 months in Windows, Mac (pre-intel), Linux. Overhead shooter, with a hacker gun battling with an army of robots behind enemy lines. Lead level designer, sound effects with InkScape (for level design), SoundForge, project's programmer used C++ and SDL.
  133. Syntek Flips Out. Game Creation Society. Team of 5 college students. 4 months in Windows. Sideview game where falling blocks build up as the player keeps jumping and dashing to stay on top. Sound effects with SoundForge.
  134. AEtherNet. Game Creation Society. Team of 4 college students. 4 months in Windows. Overhead space game that takes place in warped space. Sound effects with SoundForge.
  135. Nibbles Extreme. Game Creation Society. Team of 5 college students. 4 months in Windows. 3D snake game. Sound effects with SoundForge.
  136. Swapping Action. Game Creation Society. Team of 5 college students. 5 days in Windows. Puzzle game in which a circuit needs to be untangled by switching tiles. Debugging, procedural level algorithm support with C++, Allegro, Photoshop.
  137. Sigma Phi Jamsilon. Sigma Phi Epsilon. Team of 3 college students. 1 week in Windows. Music remixing game created for kiosk play. All but musical instrument recording with C++ with Allegro, Photoshop, Poser.
  138. RCC Card Maker. Class Project. Team of 3 college students plus 1 advisor. 2 months in Windows. Greeting card design and export tool. Created for an HCI class assignment. Programming, 1 of 3 designers with C++ with Allegro, Photoshop.
  139. 2004

  140. Saturn Storm. Game Creation Society. Team of 9 college students. 4 months in Windows. Side-view futuristic bombing game. Project lead, game design, only programmer, Juno Corp artist with C++, Allegro, Photoshop, SoundForge.
  141. Rowdy Rollerz. Game Creation Society. Team of 6 college students. 4 months in Windows. Real-time ball rolling puzzle game. Project lead, only programmer, sound effects, animation with C++, Allegro, Photoshop, SoundForge.
  142. Mind Breaker. Solo project. 4 weeks in DOS/Win95. Stickman fighting game with a variety of different fighters and techniques. One vs many. Includes co-op split screen. Made with C++ with AllegroGL/OpenGL.
  143. SpellCaster. Solo project. 3 days in DOS/Win95. Puzzle game with cascading consequences for completing sections. Made with C++ with Allegro, Photoshop.
  144. Dragon of Shiuliang. Game Creation Society. Team of 5 college students. 3 months in Windows. Simple, minimal RPG with a couple of towns, no stores to spend money at, and only one battle. Project lead, only programmer, level design with C++, Allegro, Photoshop.
  145. 2003

  146. Open BubbleBobble. Solo project. 6 days in Windows. Remake of the core gameplay functionality from my favorite classic game, Bubble Bobble. All except for borrowing the, original sprite art and level designs with C++ with Allegro.
  147. GoD 2: Guardian of Dawn. Solo project. 4 weeks in DOS/Win95. First person shooter in which the player character is invincible, but must protect vulnerable AI allies. Made with C++ with Allegro, Photoshop, SoundForge. Not released.
  148. One of These Things is Not Like the Other. Sigma Phi Epsilon. Team of 2 college students. 2 weeks in DOS/Win95. Sesame Street-inspired game for play at a carnival kiosk, in which players must identify which of 4 things does not belong with the others. All but photo clue collection with C++ with Allegro, Photoshop.
  149. Guinea Pig. Solo project. 5 months in Windows. Extremely (overly) ambitious game with destroyable environments, skeletal animation, dozens of weapons, a worldmap of cities with characters that have unique dialog, and more. Made with C++ with Allegro, Photoshop, SoundForge. Not released.
  150. 2002

  151. Interactive Android Simulator. Solo project. 4 months in DOS/Win95. 4th place in Computer Science at International Science Fair. Population simulator, with various attributes and interactions between the characters. Made with C++ with Allegro, Photoshop.
  152. Guile of Dybbuk. Solo project. 7 weeks in DOS/Win95. First person shooter in imaginative landscapes and a variety of weapons. Player battles demons and robots. Made with C++ with Allegro, Photoshop, SoundForge.
  153. Eloquent. Solo project. 3 weeks in DOS/Win95. Flashcard-style study program with full support for international characters. Made with C++ with Allegro, Photoshop.
  154. War of the Worlds. Class Project. Team of 3 high school students. 3 weeks in DOS/Win95. Each level depicts a part of the famous radio broadcast. Includes the original broadcast audio and transcript. All except poems, concept for 3 levels, and base IP with C++ with Allegro, Photoshop.
  155. 2001

  156. Gehdiun. Solo project. 4 days in DOS/Win95. Experimental gameplay prototype with juggling many bouncing balls from crossing the center line. Made with C++ with assembly graphics routines.
  157. Burn 2. Solo project. 2 months in Windows. 5-on-5 interplanetary battle with real-time destroyable terrain. Mechanics inspired by Atari Gravitar. Made with C++ with assembly graphics routines.
  158. Habitat Simulator. Solo project. 4 months in DOS/Win95. Animal population simulator, with underlying gene mechanics and partial simulation of evolution Made with C++ with Allegro, Photoshop.
  159. 2000

  160. Ka-Bom 2. Hobby. Team of 2 internet collaborators. 5 weeks in Windows. Remake of the classic Bomberman with more features and a different graphical style. Programmer lost code without backups, cancelling the game. Sprite art, 3d models and animation, gameplay design, level design with 3D Studio Max. Not released.
  161. Swarm. Solo project. 6 weeks in DOS/Win95. Side-view space shooter with many different types of enemies. Made with C++ with assembly graphics routines.
  162. 1999

  163. B-Breaker. Solo project. 4 weeks in DOS/Win95. Arkanoid-inspired game with dozens of levels. Made with C++ with assembly graphics routines.
  164. Who Wants to be a Millionaire: Ancient History Edition. Solo project. 4 weeks in DOS/Win95. Trivia question game based on a then-popular TV trivia show. Made with C++ with Allegro, Photoshop.
  165. 1998

  166. DelishPong. Solo project. 2 weeks in DOS/Win95. Pong-inspired game with local play and multiple types of AI. Made with C++ with assembly graphics routines.
  167. 911. Solo project. 3 weeks in DOS/Win95. As a firefighter put out the spreading fires before the trapped people get harmed. (Title is based on the emergency phone number. Made years before, and therefore has no relation to, the Sept. 11 World Trade Center events.) Made with C++ with assembly graphics routines.
  168. Leap Frog. Solo project. 2 weeks in DOS/Win95. Color all the pads before any poison frogs catch you. Inspired by mechanics of Q*Bert. Made with C++ with assembly graphics routines.
  169. Memory. Solo project. 1 day in DOS/Win95. Simon Says style memory game. Made with C++ with assembly graphics routines.
  170. 1997

  171. Pac-Deli. Solo project. 3 weeks in DOS/Win95. Pac-Man-inspired arcade game with more flexibility in the movement, and a different take on personality for the AI. Made with C++ with assembly graphics routines.
  172. Road Rage. Solo project. 4 weeks in DOS/Win95. Overhead two player racing game. Includes Destruction Derby-style tracks. Made with C++ with assembly graphics routines.
  173. Burn. Solo project. 2 weeks in DOS/Win95. 1-on-1 sideview jet plane battle with laser guns and bouncing bomb debris. Made with C++ with assembly graphics routines.
  174. Sky Rake. Solo project. 2 weeks in DOS/Win95. Anti-aircraft game, shooting down planes and paratroopers. Inspired by Ack Ack Attack and Night Raid. Made with C++ with assembly graphics routines.
  175. Fugitive. Solo project. 3 weeks in DOS. Snakes, escaped from the zoo, eating apples and avoiding the hunters trying to catch them. Single and co-op play. Made with C, custom pixel art tool.
  176. 1996

  177. ASCII Games. Solo project. 2 weeks in DOS/Win95. Simple text-based games when I first began to learn how to program. Made with C and C++.
  178. Mid-1990's Game Mods. Solo project. 5 weeks in DOS/Win95. Assorted minor mods for popular commercial games that I enjoyed playing in the mid-1990's. Made with Doom, Quake, Descent, Command & Conquer engines and related tools.