C.H.A.I.N.G.E.D.
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 ↗.
Related Projects
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 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.
Genesis
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.
C.H.A.I.N. 3
The third entry in the C.H.A.I.N. experimental series, this project is a mass-collaborative game that brings together over 120 developers from the Haunted PS1 and wider indie communities. As co-director and lead technical developer, I created a comprehensive infrastructure to support decentralized creative production at an unprecedented scale. This included a real-time analytics dashboard for developers to collaboratively map the game network, a PHP-based build system with automated itch.io syncing for rapid testing, and other purpose-built coordination tools. The project establishes a new paradigm for mass collaborative game development, replacing previous Google Sheet-based workflows with a robust system for over 100 simultaneous contributors across a branching narrative.
Experimental Games Workshop
A presentation at the Experimental Games Workshop (EGW), held during the Game Developers Conference (GDC) in San Francisco. With co-presenter Adam Pype, I discussed our project C.H.A.I.N.G.E.D. and the collaborative work of the Haunted PlayStation 1 collective. The EGW is a GDC tradition of over 20 years that showcases games at the forefront of gameplay, organization, and creative direction. A full video is available in the GDC Vault, linked above.