Drip
Drip

Drip

2020
gamechainsolohaunted-ps1collaborationshadersgrasshopperanimation

A dreamlike ball platformer created in one week for the C.H.A.I.N. ↗ collaboration. My task was to create a sequel to a first-person hospital game. To meet the deadline, I used Grasshopper for procedural level design, creating a large, open dreamscape where the player floats downwards. This parametric approach allowed me to efficiently place collectibles, asteroids, and hazardous tentacles along splines with random variation, directing the player's movement through the vast space.

Related Projects

C.H.A.I.N.

2020
gamecollaborationhaunted-ps1

An early collaboration by the Haunted PS1 collective, C.H.A.I.N. was an experimental game series with a unique structure: each developer received a game, created a direct sequel, and then passed it to the next person in the chain. I participated in this project, contributing my own entry, "Drip." The unpredictable, flowing nature of the narrative was a gratifying success, and the experiment's popularity directly led to the creation of a more ambitious sequel, C.H.A.I.N.G.E.D., in 2022.

Rococo

2020
gamegamejamsolo

Rococo is my first complete game, built solo in two weeks for the Haunted PS1 Summer of Screams jam. The player bounces on a jelly-like linoleum floor through a child's dream of a deconstructed kitchen, reaching for a floating jar of cookies. Two inputs, three minutes — I focused on making one interaction feel inevitable through custom shaders for an unlit, candy-colored look and a physics-driven sound system that ties audio to the player's motion. An epilogue was added days after release in response to players wanting to stay in the world. Rococo reached 4.6★ across 218 ratings with 109 comments over five years of organic discovery — more individual ratings than any Haunted PS1 collective release except the two flagship Demo Discs.

C.H.A.I.N.G.E.D.

2022–2023
gamecollaborationhaunted-ps1

A large-scale, collaborative follow-up to C.H.A.I.N., this project connects over 40 developers' games into a branching narrative. After each entry, the player chooses between two games, representing forks in the timeline. My primary contribution was designing the technical architecture that enabled this branching to occur within the launcher itself, rather than individual games. This key decision made the project feasible to implement across multiple engines and contributors. You can play the full collection here and read an interview about the project.

Genesis

2023
chaingedsolohaunted-ps1

A light-gun game inspired by vector graphics that reimagines the credit crawl sequence from Super Smash Bros. Melee (2001). I developed this game as my submission for the C.H.A.I.N.G.E.D. collaboration. The project served as a personal platform to explore new technologies, including motion-captured camera techniques, synchronizing gameplay to music, a blocking system for sequencing events, and vector-based rendering.