GENESIS 2K24
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 the development of this remake of my 2023 entry ↗ for the C.H.A.I.N.G.E.D. project ↗. 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.
Related Projects
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.
Soap Soup: Sodium
An atmospheric exploration game created for the 2024 SOAP SOUP collaboration, a modding project where artists create abstract rooms using a fixed set of elements. My entry is a sensory experience that places the player in a sodium-lit parking lot on a midsummer night. I designed a soundscape of cicadas and a distant storm, and used sophisticated spherical projection mapping for the visuals, focusing on creating a realistic and immersive atmosphere of warm light and deep shadow.
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.
BACKBONE
An immersive horror, first-person stealth exploration game spanning approximately 30 minutes, rendered with NTSC analogue-style graphics that mimic the rainbow iridescence of 1970s television. My contribution to the C.H.A.I.N. 3 network, BACKBONE continued directly from the start node and dramatically expanded the exposition, connecting to three other nodes in the collaborative graph. The game recreates an early 70s midwestern basement—a childhood memory of one of the lead characters—using modular architectural assets to build an atmospheric period environment. Technical features include an inspection system for environmental storytelling, a phone call system for delivering dialogue sequences, and stealth gameplay driven by enemy AI running on a finite state machine with procedural and physics-based animation. As a critical structural node in the network, BACKBONE bridges multiple narrative threads while establishing key mechanical systems for subsequent developers.