3D Model: vhs.glb

Genesis

2023
chaingedsolohaunted-ps1gamecollaboration

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 was an opportunity to explore motion-captured camera work, gameplay-to-music synchronization, a blocking system for sequencing events, and vector-based rendering.

Related Projects

GENESIS 2K24

2024
bitbashsolofestival

A head-tracked rhythmic rail-shooter that traces the cyberspace aesthetics of Rez (2001) back to their origins in Chicago's art and technology scenes. In collaboration with Charles Voita and Bill Derrah, I led development on this remake of my 2023 C.H.A.I.N.G.E.D. entry. The game reimagines the Electronic Visualization Laboratory's (EVL) 3D vector graphics for Star Wars (1977) and incorporates head-tracking from the CAVE system (1992), set to Phuture's genre-defining Acid Tracks (1985). It was exhibited at the BitBash 2024 festival.

Experimental Games Workshop

Experimental Games Workshop

2024
conf. presentationgamegdc

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.

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.

SOUP ROOMS: Sodium

2024–2025
gamesoloart

An atmospheric exploration room created for SOUP ROOMS (2025), a virtual gallery system directed by Akuma Kira & Kite Line. SOUP is a rigid creative format lifted from a 2007 artware game; its many subsequent releases now exhibit 300+ rooms, suggesting how set technical constraints can scale participation and reward ingenuity. Contributors define their cube-shaped "rooms" from a fixed set of images and sounds. SOUP-making has been used as a charrette exercise in game design studios, where it can teach the fundamentals of game assets, collaborative work, and creative economy. My contribution, Sodium, places the player in a sodium-lit parking lot on a midsummer night, pairing a soundscape of cicadas and a distant storm with spherical projection mapping to evoke warm light and deep shadow.