What I accomplished as a Gameplay Programmer​​​​​​​
•  Conceived the overarching narrative of our episodic series and what this episode's theme and main gimmick would be, which ended up being the photographer
•  Designed, programmed, and implemented all puzzles
•  Helped with level design and the golden path a player would need to take, keeping in mind sequence breaking was a possibility
•  Designed the tutorial, then iterated upon it once it was implemented by another programmer
 Wrote all of Osiris's (Spirit Guide) dialogue, including the tutorial
•  Wrote diary entries and clues scattered around the level
•  Designed multiple endings and how you would achieve each one
Overall, I helped design and program almost every aspect of Hard Times alongside a team of six, which lowered to four during the post-production. Conceiving our "whodunnit" murder-mystery game was a ton of fun to write and one of my favorite games to work on. I took lead in designing our puzzles, which included remembering roman numerals in abstract paintings and locating keys only found by possessing rats. Watching playtesters bounce between who they thought was the killer until the final decision was a joy to see and proof of our game's fun.
Gameplay Trailer
Monochrome Mysteries is an episodic murder mystery game where you explore various atmospheric levels to expose your murderer, all from the afterlife. In Hard Times at the Heavy Heart Motel, utilize each character's abilities to progress through each level to find clues, giving you more evidence to prove someone guilty or innocent. Solve puzzles by inspecting the world around you for hints and use your detective skills to solve them!

Check out some of my other projects! (or don't...do you, dude)

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