Waveform Wipeout is a game where the player must surf on (and do rad tricks off of) audio waves. The levels are procedurally generated based on the music track you are currently listening to. The player can perform a variety of tricks and chain them together into a combo. Land the combo to score points and compete for the high score. Think Tony Hawk's Pro Skater meets Guitar Hero. Waveform is currently in development for Windows PC.
Waveform Wipeout is the first in house game being developed by my company Charcoal City Games. Find out more on our website.
On this project I have been working as a designer and an artist.
The first video is from our successful Kickstarter campaign. The second is a trailer detailing the narrative of Waveform Wipeout.
World of Salus is an educational game I worked on at Brinkbit for Hedgamz.
The game was developed to replace the nurse's orientation course at Mercy Hospital.
The player travels through the World of Salus and learns the material by visiting different locations. When the player feels that they have learned enough they can test their knowledge in various challenges that are scatted around the world.
On this project I worked primarily as a designer. My responsibilities included system design, level design, as well as world and narrative design. Also, I worked with a team of artists to build the visual style of the World of Salus.
World of Salus was developed using HTML5 and Node.js
This is a selection of educational games that my company Charcoal City Games developed for Legends of Learning in 2017. Legends of Learning is a company that is developing a platform for delivering high quality educational games using WebGL. All three games were developed using Unity C# and deployed for WebGL.
Journey of Energy
Journey of Energy educational game created for the Legends of Learning platform. In this game the player follows the molecules used in photosynthesis along their journey as they become energy for the plant.
Starship Voyager is an educational game about exploring the solar system.
Little Newton is a physics based platformer in which the player learns new abilities related to Isaac Newton's Laws of Motion. The payer must use these abilities to reach the end of the level and solve an equation using Newton's famous F = ma formula.
MUD is an open world sandbox action adventure RPG created by Pure Bang games between 2014-2015. In MUD players wash up on the shore of a strange and fantastical land that is full and riches and dangers. The player must harvest resources, craft items, build shelters, and battle enemies to survive.
On this project I worked as a systems designer, level designer, UI designer, quality assurance tester, and artist.
I also developed the game's narrative through a weekly journal, The Field Journal of Alexandra Ritter, that can be read here.
I assisted in creating a successful Steam Greenlight campaign.
Please visit Purebang's website for more information.
Thumbnail image credit goes to Margo Sikes
Blitzcrank's Poro Roundup is a game developed by Pure Bang Games under contract with Riot Games between 2014-2015.
In this game the player controls a League of Legends character Blitzcrank as he tries to save Poros from the dreaded Baron Nashor.
On this project I worked as a production assistant under the project lead. My responsibilities included managing the teams scheduling, working with the designers, developers, and artists to make sure the game fit the brand of League of Legends, as well as coordinating the quality assurance testing.
Cigarettes and Swords is an action packed run and gun adventure set in the wild west. The game follows the story of a gunslinger and a samurai in hot pursuit of a mysterious villain. The game was made to be played with two people one controlling the gunslinger, the other controlling the samurai. Both characters have a unique play-style that compliment each other. The gunslinger has a small health pool and a weak ranged attack that charges up a stronger ranged attack over time. The samurai is very agile and can jump, has a larger health pool, and can use his sword for devastating melee attacks.
I made this game for my senior thesis at the Maryland Institute College of Art in 2013. For this project I was the sole developer, artist, and designer.
The game was developed in AS3 using the Flixel game library.
The game was designed to be shown in an arcade cabinet and on the web.
Cigarettes and Swords was shown at Baltimore's Gamescape 2013.
Discoursi is a game I developed with Justin Livi in 2012. The game was designed for two players, each player controls one half of a constellation of stars. The constellations are connected to one another. If one player strays too far from the other the connection is lost and the game is over. The players must work to navigate hostile environments and defeat fearsome enemies. As the players progress through the game their constellations grow in size making it increasingly more difficult to navigate the environments and attracting larger and more dangerous enemies.
For this game we created a custom controller, which can been seen in the videos to the right of this description. The controller invited players to stand opposite one another and look over a screen between them. Each player was presented with two joysticks that controlled their constellations movement, as well a single button. This button locked a player's constellation in place allowing the other player to control both constellations.
Discoursi was developed in Processing and used a custom game engine created by Justin Livi.
Discoursi was shown at GameScape 2012 and was submitted to Indiecade 2012.
Tribal Hunger is a game I developed with Justin Livi and Brandon Eddy in 2012. The game is a combination of a bullet hell and a color matching puzzle. The player controls a group of wrathful gods each with their own specific color. The gods are represented by masks and are in a circle at the center of the game screen. Different colored objects are launched from the edges of the screen and the player must match the correctly colored mask to the incoming object.
On this project I worked as an artist and a designer.
This game was developed in AS3 with the Flixel game library.
Midnight Astronaut was developed from 2011-2012 by Johnny Cheng, Natalie Barton, Alex Padham, and myself. The game follows the story of an unlikely astronaut as he explores strange planets in the search of the unobtainable. The player must navigate through open space by locking on and pulling the character toward space debris. Throughout the game the character is being hunted by a terrible nightmare and must fight it by launching space debris at it. There are seven planets to visit in Midnight Astronaut each one contains a clue that will lead the player to the final hidden planet.
For this project I managed a team of students and together we developed Midnight Astronaut over a three month period.
Midnight Astronaut was developed in AS3 with the Flixel game library.
The game was designed to be installed in an arcade cabinet and was shown at Baltimore's Gamescape 2012.