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.
Related Projects
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.
The People's Sky 2
The fifth iteration of the People's Tree project series, developed as the centerpiece for the 2025 Madvent launcher. I was invited by the junior team—who had taken over the launcher technology and coordination—to contribute this game for continuity with the series. My contributions focused on technical refinement: redesigning and optimizing the input system for significantly improved panning and zooming controls, recoloring and reskinning the visual aesthetic, and optimizing data serialization and loading sequences. The project marks my transition from lead developer to technical consultant, supporting the next generation of Haunted PS1 organizers.
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.
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.