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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 the single interaction feel complete — custom shaders create an unlit, candy-colored look, and a physics-driven sound system 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.
Related Projects
Sloppy Joe
A prototype for a dungeon crawler set in the world of Rococo (my earlier surreal kitchen platformer), created to test a unique ground-based movement mechanic. In this demo, I implemented a system where the player navigates on a rolling seat, bouncing off walls and turning in 90-degree increments. The project was also an experiment in pushing the Rococo aesthetic in a darker visual direction. The prototype can be played here.
Minotaur
Minotaur is a digital marble maze inspired by the classic BRIO Labyrinth board game, where players tilt a board to navigate a ball around holes. It also served as my earliest experiment with embedded analytics—I built a system that records play sessions and sends summary data to a Clowder data repository. This work enabled long-term data collection, and the results from over three years and thousands of play sessions are analyzed in this report.
Drip
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 space.
C.H.A.I.N.
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 narrative worked well, 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.