Madvent Calendar 3: Necrosis

2022
gamemadventhaunted-ps1toollauncher

The launcher ↗ for the 2022 Madvent event, an annual Haunted PS1 collaboration where ~30 creators release games daily throughout December. Set in a city of skyscrapers, the player clicks stained glass windows on their facades, each window a contributed game. With co-developer Vladimere Lhore ↗, I organized the event and built the launcher application.

Related Projects

2 Madvent 2 Calendar

2021
gamemadventhaunted-ps1

The launcher for the second annual Madvent event, a Haunted PS1 collaboration where ~30 developers release small games daily throughout December. The player navigates a free-floating camera around cabins on a mountain, clicking each to launch its contributed game. With co-developer Vladimere Lhore, I coordinated the project and built the launcher application.

The Madvent Calendar

2020
gamehaunted-ps1madvent

The launcher for the inaugural Madvent event in 2020, an annual Haunted PS1 collaboration where ~30 developers release small games daily throughout December. The player navigates a free-floating camera around a pile of houses stacked in the shape of a tree—an advent calendar where each house is a contributed game that unlocks on its calendar day. I coordinated the project and built the launcher—an application that compiles builds from all contributors, unifies the experience, and manages launching, monitoring, and progress tracking across the full collection.

Madvent 4: End of the Line

2023
gamemadventlauncher

The launcher for the 2023 Madvent event, an annual Haunted PS1 collaboration where ~30 creators release games daily throughout December. With co-developer Vladimere Lhore, I created a fully dynamic train that journeys through various biomes and navigates twisting terrain to connect the individual games.

Haunted PS1 Demo Disc: Spectral Mall

2022
gamelauncherhaunted-ps1

A first-person horror game set in an abandoned mall, built as the launcher for the 2022 Haunted PS1 Demo Disc—a curated collection of games selected from hundreds of community submissions. Each contributed game appears as a locked storefront procedurally scattered throughout the mall; the player solves puzzles and acquires tools to unlock them. With co-director Cyreides leading much of the art, I was responsible for all gameplay programming, technical materials, and organizing the broader collaborative effort.